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9181016 No.9181016 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9174727

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/CGj4gXyCzg0

IWADs and more (>6 GB): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more):
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters:
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
Doom RPG series:
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4
Doom 3 Resurrection of Evil:
https://mega.nz/file/BzxyGBBZ#cHtxsid-0wpeFltrPAYCStiwYCXshndXUCfOEXSP7gs
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA

== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://rentry.org/8ca3061522e0

>> No.9181017
File: 2.68 MB, 1328x1644, 1660441898259270.jpg [View same] [iqdb] [saucenao] [google]
9181017

=== CURRENT PROJECT ===
94 PROTONS OF /vr/
Deadline extended, see picture
https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA

=== CURRENT RELEASES ===
512 LINEDEFS OF /vr/
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/512linesvr

=== NEWS ===
[8-12] The guidelines for the Quake 2 25th anniversary collaborative UNIT is here!
https://twitter.com/Colonthreee/status/1558056148795887618

[8-12] Quakespasm-Spiked has been updated
https://fte.triptohell.info/moodles/qss/

[8-11] Circadian Offset released
https://www.moddb.com/mods/circadian-offset-full-release/news/circadian-offset-full-release

[8-10] Various id games and their expansions are being merged into one install package on Steam
https://steamcommunity.com/games/2280/announcements/detail/3370400926531461244

[8-8]Coppertone Summer Jam 2 for Quake released(Copper for Quake required)
https://www.slipseer.com/index.php?resources/coppertone-summer-jam-2.103/

[8-8]The Quake 2 25th anniversary collaborative UNIT is here and open for submissions!
https://twitter.com/Colonthreee/status/1556598386110906369

[8-6]Nostalgia a 32 map megawad was released
https://www.doomworld.com/forum/topic/130681

[8-4]Giftmarcher releases a surprise Quake 2 map: The Drilling Station 161
https://leray.proboards.com/thread/4171

[8-4]Lex Fridman interviews John Carmack for 5 hours
https://youtu.be/I845O57ZSy4

[8-4] Doom Wad Archive is shutting down :(
https://www.doomworld.com/forum/topic/130650
https://archive.org/details/wadarchive Archive Backup

[8-3]2 new tools released for BUILD game Legend of the Seven Paladins
https://gitlab.com/build-engine/lotspe The Extracter
https://gitlab.com/build-engine/lotspp The Packer

[8-1] DoomerBoards released Emerald City, a 15 map episode
https://doomer.boards.net/thread/2929

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9181030
File: 113 KB, 1920x1080, 3rxh6kbok1b21.jpg [View same] [iqdb] [saucenao] [google]
9181030

>find a new wad
>play 5 levels, have fun
>get stuck
>repeat

>> No.9181037
File: 514 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
9181037

>> No.9181048

xth for hideous destructor is fun.
and yes chewing glass is fun too.

>> No.9181051

>>9180929
>>9180980
You can actually access it if you give yourself an inventory item, it's all there in the decorate for it.

The sprites were still what made them go apeshit though.

>> No.9181054

>>9181037
>alright ancient woof
okay woomer

>> No.9181056

>>9181037
>based bd mark post

>> No.9181062

>>9181056
>always release drama

>> No.9181071
File: 1.06 MB, 5000x5000, GOTTA RIP FAST.jpg [View same] [iqdb] [saucenao] [google]
9181071

HEY ANONYMOUS! 94 Protons is soon to be wrapped up and it's almost time for the spooky season to start, that means it's almost time for AD MORTEM PHASE 2! I'd like to know going in how many contributions we'll be getting for this.
https://strawpoll.com/polls/ajnENBz2kgW
https://strawpoll.com/polls/ajnENBz2kgW
https://strawpoll.com/polls/ajnENBz2kgW
As a disclaimer, I am not Vaeros, but he hasn't been seen for months and I ain't gonna let this project die. If he does come back, then I will be giving leadership back to him.

>> No.9181072

>>9181037
>project ii
What is it? What is Project II? What was Project I?

>> No.9181073

>>9181037
>giving huge completely blowjob
God damn it.

>> No.9181075

>>9181071
oh well i guess that answers >>9181072

>> No.9181083
File: 26 KB, 625x583, its k.jpg [View same] [iqdb] [saucenao] [google]
9181083

>>9176873
Reposting next Quake project poll: https://strawpoll.com/polls/40Zmdvbzoga

I'll consider the results final when this thread dies.

>> No.9181084

>>9181037
>today sucks
>yeah mod quake
>gay kek secret
>mancubus player
>jump working
>sense thief die
>posted nigger
Lole

>> No.9181107

>>9181037
>damn remove gay kek secret point
Somebody really hates wall humping.

>> No.9181109

>>9181037
>include retard somehow
>action bitch
>update fat face
>dick fair

>> No.9181112

>>9181073
sorry that was me

>> No.9181156

>>9181071
Regardless of how many maps this gets, please end Ad Mortem after this, perpetual beta sucks.

>> No.9181176

>>9181156
That's the plan, stretching this out across 1 year is soemthing, but 2 years will be stupid. I'm vowing to get this done NOW, no more delays, no phase 3, nothing.

>> No.9181185

>Use Doom 3 BFG as an excuse to replay Doom 2 after many years
>Try map29 pistol start after beating the game
>Literally kill the mancubus across the bridge with my last shotgun shell

How the fuck did Romero get the ammo count so tight? It's just about perfect.

Didn't find any secrets, btw.

>> No.9181186
File: 567 KB, 499x500, Washington.png [View same] [iqdb] [saucenao] [google]
9181186

>>9181016
>playing DBP44 Japanese Valentines
>use the NSFW version because why not
>demon girls do their HDoom death poses
>very lewd
>find a berserk powerup
>punch an imp girl into a default gore pile
jesus

>> No.9181189

>>9181186
Huh... guess they wanted the guro audience as well.

>> No.9181209

Best weapon and enemy sets for Auger Zenith? Trying to play it vanilla just feels incorrect

>> No.9181217

>>9181209
HFFM Party Pack

>> No.9181218

>>9181016
SHITTER'S FULL edition

>> No.9181220
File: 26 KB, 420x650, unknown.png [View same] [iqdb] [saucenao] [google]
9181220

On the topic of Ad Mortem, I wanted to replace the pickup sprites but only ended up having time for a few. I'd like to go the full distance this time like with HFFM's sprites.
Let's start with health. The middle row is what's currently in Ad Mortem, the bottom is my proposed change. I find the current health bonus being larger than the stimpack to be odd, so I say we use the current stimpack sprite in place of it while retaining its recognizable purple palette, and using a new stimpack sprite to bridge the gap between the health bonus and medikit. Thoughts?

>> No.9181225

>>9181217
I'll try this and report back.

>> No.9181229

>>9181209
Final Doomer's JPCP set for weapons, Rampancy for monsters.

>> No.9181234

>>9181220
If you can get the sprites done before October, go for it.

>> No.9181235

>>9181037
>old bad
it's over

>> No.9181241

>>9181234
I should be able to, I got plenty of time actually in range of a computer this time around. I'd love to hear input from you guys on my work though, HFFM's sprites wouldn't have been nearly as good without it.

>> No.9181246
File: 173 KB, 1396x715, 1654228959006.jpg [View same] [iqdb] [saucenao] [google]
9181246

is revae here?, what phone is that?

>> No.9181249

>>9181241
I like the larger jug for the 25 health pickup.

>> No.9181252

>>9181241
>>9181249
From the scrapyard, I meant.

>> No.9181254

Could use some guidance from amateur devs in the house. I have two ideas for shooters I'd like to spend the next decade bringing to fruition, but I don't know if it would be harder to learn Blender/3D modeling or 2D skills. I see stuff like Ion Fury, Selaco, Wrath, Dusk, Project Warlock, and I just get lost on which style to commit to, let alone needing to develop a good sense of art direction no matter what I pick. I am also considering UE5 or Unity since I don't have the brains/programming skills for GZDoom or Godot or Serious Engine 1. I don't really know what I'm asking, just general advice? At work I'll write down ideas for environment design, weapons, character notes, boss design, arena encounters, and I just can't go back to a life where I didn't want to make a game.
>>9181218
Lol'd

>> No.9181256
File: 108 KB, 216x356, file.png [View same] [iqdb] [saucenao] [google]
9181256

>>9181218

>> No.9181269
File: 53 KB, 640x480, 3c8.jpg [View same] [iqdb] [saucenao] [google]
9181269

>>9181254
Forgot pic related.

>> No.9181289

>>9181246
Where else would I be.
It's a Moqi i7. They don't make them anymore, but you can find them used for a reasonable price. They're a weird china phone, so you ought to get a new application browser (or whatever they're called) so you don't have a defunct ad page on your home screen.
Also there is a newer version called an i7s that you may want, since the i7 is locked to Android 7, and the i7s iirc is at least Android 8something.
Also it's huge, so if you don't have big pockets or a bag or something you may not like it.

>> No.9181293
File: 6 KB, 388x388, Screenshot from 2022-08-16 00-11-48.png [View same] [iqdb] [saucenao] [google]
9181293

>>9181220
I guess if we're open to reinterpreting the health items to be more readable, consider this.
I really like the jug style.

>> No.9181303

>>9181293
Health pickups should have similar colors/silhouettes to doom, like with 400mins berzerk and such.
imho

>> No.9181306 [SPOILER] 
File: 324 KB, 335x506, 1607539455049.png [View same] [iqdb] [saucenao] [google]
9181306

>>9181249
I ended up shelving it because... I dunno, I just like the bulbous flask better. If there's something I want to salvage from the scrapyard, it's the alternate stimpack with the hole in it.
>>9181293
Wow. You really make the jug potion work. Jesus, that's beautiful.

>> No.9181313

>>9181289
thanks, I've found one in my area at 190 usd
is there another more modern phone with sticks that I don't know about?

>> No.9181319

>>9181303
I think nondescript red liquid retains the "THIS IS HEALTH" aspect that medikits have imo.

>> No.9181324

>>9181313
That's the most modern one I'm aware of. Before that I had a normal phone, and before that I had a xperia play, which I like the size and style of a lot better.

>> No.9181342

Some questions about DSDA-Doom:
>Is there an option to turn infinite height monsters/splash damage on/off? I only found an option for walking under hanging corpses.
>Any way to turn off the weird tiny timer at the end of levels?
>Isn't there a way to make it ask you if you want to reload a save with a Y or N prompt after dying or was that another port?
>Any way to get colored blood?
If not, no huge deal. I really like the port otherwise, especially how it segregates saves for each individual PWAD. The only one that might get kind of annoying and already has been a bit annoying is the infinite height monsters.

>> No.9181343

In Ultimate Doom Builder is there a way to just press a button and have a sector burst into triangles? God man my hands, how do you mappers do this? This TITLEMAP is going to kill me.

>> No.9181349
File: 4 KB, 396x356, file.png [View same] [iqdb] [saucenao] [google]
9181349

>>9181293
Alright, here's my take. From left to right: health bonus, stimpack, medikit, berserk, with two variants for all but the first.
Is that you Chop?

>> No.9181354
File: 795 B, 52x96, file.png [View same] [iqdb] [saucenao] [google]
9181354

>>9181349
Five seconds after posting this, I remember why I discarded Erlenmeyer-esque design in the first place. It's just not big enough, especially if we use my proposed stimpack replacement. How about we stick to the bulbous flask design?

>> No.9181362

>>9181342

>Any way to get colored blood?
Copy+paste into a txt file, rename to .deh, drop in autoload folder for doom-all

Doom version = 21
Patch format = 6


Thing 15 (Cacodemon)
Blood color = 3

Thing 16 (Baron of Hell)
Blood color = 2

Thing 18 (Hell Knight)
Blood color = 2

>> No.9181364

>>9181349
the sprite on the far right is clearly 100 hp but if I were playing blind I wouldn't know if it was a supercharge or berserk
wouldn't be an issue after picking it up once to know for sure but it could look more zerky

>> No.9181365

>>9181342
>Any way to get colored blood?
https://pastebin.com/qtvNgpKx drop inside autoload/doom-all folder
No switch provided, so you're stuck with blue blood on custom monsters
Other stuff you asked for also has no option settings

>> No.9181367

>>9181364
How about we make the cork a skull? Might be a little hard to pull off with an even number of pixels, but we can try.

>> No.9181370

>>9181349
I like the idea of darker liquid for berserk.
No, that's the first time I've been confused for him in particular.
>>9181354
Yeah, that's why I was proposing it for the stimpack, but if you're attached to the ring-bottle I understand.
>>9181364
I'd say the fact that it isn't animated would be a good enough clue, at least for me.

>> No.9181387

>>9181362
>>9181365
Thanks. Sucks that the monster height isn't an option but I guess it makes sense since the focus is demo compatibility. It's still the best port I've ever found for casual playing, though.

Also, still extremely minor, why the fuck can't you turn off the tiny timer thing? And what's the point of it? The level end screen gives your time anyway. It just seems like it would be a really easy thing to just let you turn off.

>> No.9181406
File: 7 KB, 475x668, file.png [View same] [iqdb] [saucenao] [google]
9181406

>>9181370
Well, I tried making a skull at this size and it speaks for itself, really. Just look at this goofy-ass lil' guy.
I'm going to sleep now, I'll do more spriting tomorrow. We're gonna make Ad Mortem the best it possibly can be, you hear?

>> No.9181425

>>9181209
I'm doing Ashes Weapons and Kriegsland Enemies.

>> No.9181429

>>9181209
Bubblegum Crisis Doom.

>> No.9181430

>dsda-doom saves screenshots right in its own folder instead of having a screenshots folder
the fuck?

>> No.9181458

>>9181430
GZDoom did that too until like 4.0.

>> No.9181463

>>9181246
>>9181324
The controls are built-into the phone?

>> No.9181465
File: 2.98 MB, 960x540, Titlemap WIP Walkthrough.webm [View same] [iqdb] [saucenao] [google]
9181465

Oh lord this is a bad idea. There's no way I'm going to make this look like what it looks like in my head.

>> No.9181469

>>9181465
that looks awesome

>> No.9181474

>>9181465
I think it looks cool, hope you get it to work the way you want in the title screen

>> No.9181476

>>9181469
>>9181474
The idea will be, eventually, that there's a giant tower with a hole in it with the teleporters outside and you go into the hole, then it turns really dark and then you get to the mapset's TITLEPIC and stop. The portal things are just a reference to the ones from the first TITLEMAP, but done in another style I made a while back. Fun fact: You can make those traversable if you really want, and they work exactly how you'd think they work.

>> No.9181484

>>9181476
>Fun fact: You can make those traversable if you really want, and they work exactly how you'd think they work
Sounds like a really cool concept for a map

>> No.9181495
File: 2.91 MB, 960x540, old portal map.webm [View same] [iqdb] [saucenao] [google]
9181495

>>9181484
Webm from forever ago of the same general concept. Really the only issue is if you go through one backwards it looks weird.

>> No.9181497

We have a few Mario-themed Doom wads, but what about Mario 3 specifically? It'd be fitting since id tried making a port of SMB3, and I think SMB3 textures are particularly nice

>> No.9181567

>>9181497
While not limited to SMB3, Super Mayhem '17 is decidedly "Classic Mario" themed compared to something like Golden Souls, but you probably knew about it already.

>> No.9181594

>>9180770 #
Fuck, posted this in old thread first
That's almost what I did for Ad Mortem secret exit, but with just radiation suit and lava. The idea to make it drugs and trippy pallettes sounds really fun
Also, if you want to fuck around with trippy visuals and pallettes in boom ports you should check out TRANMAPS, esselfortium made a guide on it I think

>> No.9181603
File: 1 KB, 93x23, revae faggot.png [View same] [iqdb] [saucenao] [google]
9181603

>>9181289

>> No.9181614
File: 2.91 MB, 640x360, Titlemap still WIP.webm [View same] [iqdb] [saucenao] [google]
9181614

Fug, 3AM. At least I work noon to 8.
Well this is closer to what I was trying to do. Camera still needs work but I can't be fucked without some rest for my brain.

>> No.9181615

>>9181614
Oh and the thing at the end turns into TITLEPIC when it's actually used in a wad. It's just a placeholder for mapping testing and sheeeit.

>> No.9181623

>>9181465
>>9181614
This looks awesome - what's it for?
>>9181495
When this was posted a while back, I asked for WADs like it. The only thing that was suggested was Impossible: A New Reality. Any other mindfucky/visual trickery map sets?

>> No.9181626
File: 29 KB, 640x400, KEKKR2.png [View same] [iqdb] [saucenao] [google]
9181626

>>9181293
Me too. The original Doom medkits fit the sci-fi setting, but the jugs look medieval, like Diablo health potions
>>9181349
Blood red jug looks great. Maybe use same color for stim and bonus.
>>9181354
This is good for stim

>> No.9181629
File: 670 KB, 667x594, 1659718732929781.png [View same] [iqdb] [saucenao] [google]
9181629

Got tricked into buying Vomitoreum for a buck and played through it twice. Any other (ideally better) wads out there that do the same exploration/revisiting old areas thing?

>> No.9181641

>>9181629
Golden Souls maybe? I think I'm close to finishing it and I see why people really like it.

>> No.9181671
File: 209 KB, 1920x1080, Screenshot_Doom_20220816_024834.png [View same] [iqdb] [saucenao] [google]
9181671

i'm finally free
those were the most grueling two weeks of HD i've ever played
dozens of failed runs, half of them to random hard crashes, the other half dying to extremely dumb mistakes over an hour into the run
i don't want to look at this map ever again

>> No.9181679

>>9181671
that fun, huh

>> No.9181687
File: 260 KB, 1920x1080, Screenshot_Doom_20220810_004545.png [View same] [iqdb] [saucenao] [google]
9181687

>>9181679
if only you knew how bad things really were
i had to engineer all sorts of stupid bullshit to bypass the destruction sequence but also still get 100% kills because the mapper put some monsters in isolated pockets to die for cinematic effect
i couldn't just run the destruction sequence normally because part of it uses a barrel explosion to push a voodoo doll, which in HD just means instant, unavoidable death
i actually fucked up and forgot part of my preparation, which resulted in two monsters reviving inside a sector that i couldn't break open or wallbang into so i had to noclip to get them
a small part of me doesn't want to upload this run because of that, but the much larger rest of me is so done with running that map that i don't care, it's good enough

>> No.9181716
File: 978 KB, 1920x1080, baron of hell.png [View same] [iqdb] [saucenao] [google]
9181716

>>9181071
>>9181406
Can we add new enemies? I propose:
Eviternity's Astral Cacodemon - sort of like a flying mancubus.

Valiant pyroknight - just an idea. It could be too similar to the current satyr.

Upgraded Baron (name pending) - pic related, has the same variety of attacks as the Valiant pyroknight (one-two, or triple blast)

Demonlet - https://desuarchive.org/vr/thread/7671383/#q7676981

Here is a shitty demo map that at least contains various enemies to play with.
https://files.catbox.moe/bii0i9.zip

>> No.9181748

>>9181716
I vote against this. We already have enough custom enemies as is and they all work very well.

>> No.9181753

>>9181406
>>9181364
What speaks against using a black/dark liquid for zerk? That way you'd also keep the color coding of the original pickups.
Or how about making it an old-timey syringe?

>> No.9181765

>>9181037
>romero cacoward hope

>> No.9181787
File: 329 KB, 1280x1024, D2-MAP13-noHUD.jpg [View same] [iqdb] [saucenao] [google]
9181787

*fun stops*

>> No.9181807
File: 1 KB, 280x190, zerksyringe.png [View same] [iqdb] [saucenao] [google]
9181807

>>9181753
What I mean is something like this.
I tried staying within the dimensions of the original zerk, hence the short, thick syringe with the short needle. Shading is not finished obviously.

>> No.9181821

>>9180559
>Well, it would be if MALICE were winning the poll...
Fair enough.
>dawg...
Thanks for the links, even though they're easy to find. I might get to them eventually. Just rarely get to play maps/mods as I would rather focus on different games and other stuff.

>> No.9181849
File: 212 KB, 640x480, doom76.png [View same] [iqdb] [saucenao] [google]
9181849

Should I put more stuff into this area or is its odd shape good enough?

>> No.9181861

>>9181849
The shape is okay, hope you're not finished texturing yet.

>> No.9181871

>>9181861
>hope you're not finished texturing yet.
The entire map is made out of black cobblestone and it mostly works. I'll probably add some support pillars to break things up here though.

>> No.9181895
File: 150 KB, 318x283, lyingwithimp.png [View same] [iqdb] [saucenao] [google]
9181895

>>9181073

>> No.9181907

>>9181895
can I have some sauce to go with this image?

>> No.9181910
File: 134 KB, 242x499, file.png [View same] [iqdb] [saucenao] [google]
9181910

I heard that all versions of Half-Life 1 available now are broken in some way, with stuff like randomised tiling textures broken etc.

What is the absolute best way toplay HL1 and its mods in this day and age?

>> No.9181912
File: 253 KB, 375x173, WHEN IT'S DONE.png [View same] [iqdb] [saucenao] [google]
9181912

>>9181016
>>9181017
94 Protons Of /vr/
For those interested, go for broke! From August 11th to September 12th

MegaUpload: https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA
>Proton Pack 1.9.6 (now works in Woof)
>PROTDECO16 (patch for testing your levels in GzDoom)
>94SplatDefault, 94SplatNC-HUD
>A collection of MIDIs for mappers to use.
Please stake a claim on a MIDI you've settled on so that we don't get doubles, also, you are not restricted to the MIDIs in the folder, feel free to use one you sourced/made yourself.
If the assets update, I'll reply to this post stating so.

Slots:
>E1 Boss Level, x2 Paratamizers as a finale: Claimed (?)
>E2 Boss Level: Discuss
Are you interested in making an E2 boss level, do you have anything special in mind, or would you be ok with a modified Icon Of Sin battle?

>Optional Hunted style map: Unclaimed
We could have up to two of these if there's the interest for it. Feel free to be playful with the concept of an Arch-Vile labyrinth.

>Optional Dead Simple map: Finished
>Large city battle level akin to Odyssey Of Noises: Discuss
One suggestion for a larger city level was that we all take turns designing parts for it. How would we best go about this?

>Secret slaughter map, ala Go 2 It: Discuss
Multiple ideas has been suggested. One cool idea was to use an existing /vr/ map as a base and slaughterifying it, is anyone interested in this, and do they have further suggestions for a suitable candidate? Someone else suggested another approach, mind that we could have two secret slaughter maps if we wanted to.

Current Submissions: 16 Maps!

To Do:
>M_DOOM (something styled after Plutonium in the periodic table)
>ENDOOM
>Interpics (optionally one per episode)
>E2 Boss
>E3 Boss
>Chainsaw
>Fist
>Super Shotgun
>Plasma
>BFG9000
>Possibly rework the Death Exit effects somehow

Reply to this post with submissions or questions.

>> No.9181914

>>9181910
Probably the original WON version on Xash.

>> No.9181917

>>9181914
What is WON and where do I get it?

>> No.9181928

>PrBoom+
>PrBoom+UM
>DSDA-Doom
>Woof!
What the FUCK is the difference????

>> No.9181929
File: 56 KB, 612x565, 1644254735413.jpg [View same] [iqdb] [saucenao] [google]
9181929

>>9181895

>> No.9181938

>>9181928
Woof! has ENDOOM support and joystick support that doesn't completely suck.

>> No.9181941

>>9181938
Does Woof have the nice thing DSDA-Doom does where it organizes your saves based on what PWADs you're using

>> No.9181945

>>9181928
>PrBoom+
Improved version of Boom/GLBoom. Ceased development a while back, mouse input depends on system settings and some retards can't deal with that and complain that their mouse aiming is all wonky.
>PrBoom+UM
Continuation of PrBoom+ development with UMAPINFO and some MBF21 features. Decoupled mouse settings from OS, specially for retards.

MBF21 is a new and snazzy extension of MBF and DEHACKED features that allows for some weapon and gameplay modding while keeping it very close to vanilla, no DECORATE/ZScript bullshit.

>DSDADoom
Fork of PrBoom+UM, has everything it has plus DEHEXTRA and more complete MBF21 support, interval rewind, with Hexen and Heretic on top, and some features requested by speedrunner community

>Woof!
Port of WinMBF with MBF21 and DEHEXTRA, also supports ZDBSP but who the fuck uses that for non-GZDoom specific maps, might as well go GZDoom if you need that.

>> No.9181946

>>9181048
HDlite mod, with no terrible medical system and an intelligible HUD and no vinegar strokes, WHEN

>> No.9181948

>>9181946
>intelligible HUD
What's the problem with HD's HUD? Nowadays it's pretty goddamn efficient

>> No.9181949

>>9181465
Looks super cool

>> No.9181951

>>9181465
Interesting idea for a teleporter

Do you think there's a way to make a "view-through" portals to appear on maps that previously didnt have them through some ZScript sorcery?

>> No.9181970

>>9181917
I think it's somewhere in the OP pasta/mega whatever

>> No.9181993

>>9181907
https://i.imgur.com/NqgbxPt.jpg
dont know the sauce but thats the original atleast

>> No.9181995

>>9181993
That's definitely Kurashiki's art.

>> No.9182007

>>9181993
>>9181995
Never knew she did lewds as well as the adorably cute shit she draws.

I hope she's doing ok.

>> No.9182039

>>9181945
>2022
>being a PrBoom fan

>> No.9182058

>>9182039
>what is reading comprehension

>> No.9182062

>>9181948
And does the person not want to deal with any medical stuff? I just turned off the bleeds when I was initially getting into it, fun training wheels because I’d still get downed by a well thrown imp ball or lucky zombie shot.
I might not be opposed to HD having the option to limit the camera fuckery.

>> No.9182064

>>9182062
You get used to bleeding. Really as long as you're quick to kill whatever made you bleed to start with and plug yourself up there's not a problem.
It's only annoying when you have to use a blood pack and then seal up the wound afterwards, hate that shit.

>> No.9182073

>>9182064
My issue is getting used to the bleeds, wounds, and burns and then getting spoiled by a helmet and soulsphere for a few levels. It can be hard to readjust to at time.

>> No.9182079
File: 159 KB, 1142x724, doode.png [View same] [iqdb] [saucenao] [google]
9182079

>>9182073
Like I said, you get used to it with enough practice. I recommend binding the "remove armor" key and keep it handy so you can mash it and quickly strip off your backpack and armor to start stapling.

What I never get used to and always get butt-burgled over is getting randomly shot in the head by some fucking zombieman I didn't see and instantly dying.

>> No.9182081

>>9182079
>What I never get used to and always get butt-burgled over is getting randomly shot in the head by some fucking zombieman I didn't see and instantly dying.
That’s often been a line cross for me too. I even like this trauma kit on older HD versions but getting “lolded” headshotted has been bumming my runs, especially when I’m trying to limit my saves.

>> No.9182090
File: 197 KB, 960x720, file.png [View same] [iqdb] [saucenao] [google]
9182090

Does anybody here knows how the hell does Final Doomer does its reload function intercept to show you the lore tidbits about the weapon?

>> No.9182095

>>9182090
Looks like it's an ACS script that reads the input and then prints out the info from the LANGUAGE.weaponinfo

>> No.9182106

>>9182058
>reading comprehension
>yeah prboom has cool stuff and btw fuck chicken man for his chicken bullshit
>yeah dsda (which is a fork of prboom) is awesome dude
>woof is okay but fuck chicken man for his chicken bullshit
Yeah totally not a fanboy

>> No.9182113

>>9182106
>>reading comprehension

>> No.9182164

Tell me about colorful doom,is it worth it? or its the random element too annoying?

>> No.9182169

>>9182164
Colorful hell*

>> No.9182207
File: 1.36 MB, 2560x1440, Screenshot_Doom_20220816_023644.png [View same] [iqdb] [saucenao] [google]
9182207

Finally finished Eternal.
Map 20 was bullshit, but it was fun bullshit. Map 30 was just plain bullshit. It's like they created the layout, and then just used some gaussian randomizer to tag linedef with actual sectors. Nothing of this makes sense, like 3/4 of "progression" is using some random switch and then backtracking through every single room to see changes. Or even worse, not the switch, but just some linedef in the middle of the room.
I probably enjoyed every single map of Eternal, some real 10/10 SOVL-filled levels there, but 30 is just tiresome and not fun. Also "progression" aside, the map itself sucks, it's plain, boring, way too much open empty unused spaces. Only eastern part of the map was interesting.
Pic related is where I had to check the walkthrough, found some bullshit X marks on the walls, all the secrets, but this was way too much, also was way too tired at this point, took me around 3 hours total.
Way too much favorites to name one.

Thanks for reading my esl blog.

>> No.9182230

>>9181465
It's Prey!

>> No.9182234

>>9182164
It's actually pretty fun, goes well with legendoom lite.

Obviously fits with LA Tailor Girl too.

>> No.9182238

>>9181463
Yes.

>> No.9182313

>>9182164
i mix it with champions, legendoom lite, cards of corruption and trailblazer

>> No.9182328

>>9182313
>Trailblazer
I see why you'd use all of that, it's the least OP of the Pillowblaster mods and it's still just being able to cakewalk the game with just about any single weapon.

>> No.9182342

>>9182164
The red, black, and white enemies are EXTREMELY tanky, only use it with weapon mods that are way more ammo efficient than vanilla doomguy
DRLA monsters can get really nasty like the armageddon cacos shooting slow moving instakill balls or a railgun shot, but they tend to cap out at double the original mob's HP instead of the HP of 5 cyberdemons on a rare revenant

>> No.9182380

These brutal wolfenstein episode 2-3 bosses look impossible to beat without savescum,I might just be a shitter

>> No.9182426
File: 260 KB, 987x1200, brom_doomed.jpg [View same] [iqdb] [saucenao] [google]
9182426

>>9181787
*mood*

>> No.9182428

>>9181623
Babel's new Titlemap since I don't like the old one. I want to make sure it at least displays the TITLEPIC of the mapset since I'm sick of missing out on them.
>>9181951
I mean, if you can set tags on a few lines, set one to have action 156, and then plane align them, yeah probably. I don't know how much nodebuilder magic goes into them though, they might not be smoothly traversable if you make them like that.

>> No.9182435

is there supposed to be a clicking sound when shotguns fire in the latest hdest master? It wasn't there in the stable 4.71. It's really distracting and sounds like my sound card giving up

>> No.9182443

>>9182435
what is this? if you're on gzdoom, disabling HRTF in the sound options removes glitches.

>> No.9182449

>>9182106
Dude, I was annoyed by the guy complaining about people being rightfully pissed by retarded mouse mechanics (I have to change system settings each time I play doom? Who you're calling retard, retard?), but read that again, he actually recommends gzdoom

>> No.9182462 [DELETED] 

Many people jumped to conclusion that recent changes for some older id games on Steam point towards a Quake 2 re-release, but personally I lean (even) more towards Wolfenstein 3D recieving that treatment since it was just ignored for whatever reason.
If it happens though, I don't think there would be Add-ons. Not on release, at least.

>> No.9182465

>>9182449
>but read that again, he actually recommends gzdoom
Please, show me where he actually recommends gzdoom instead of using it to belittle woof.

>> No.9182469
File: 49 KB, 1325x175, 8472338#p8480950.png [View same] [iqdb] [saucenao] [google]
9182469

Many people jumped to conclusion that recent changes for some older id games on Steam point towards a Quake 2 re-release, but personally I lean (even) more towards Wolfenstein 3D recieving that treatment since it was just ignored for whatever reason.
If it happens though, I don't think there would be Add-ons. Not on release, at least.
Forgot the pic.

>> No.9182473

>512 Lines - Helter Smelter
Very hectic, despite all the different monsters at once you can't just let infighting do its thing due to the cramped spaces. But you really gotta love viles constantly hiding behind assholes.

>> No.9182481
File: 47 KB, 480x360, 1.jpg [View same] [iqdb] [saucenao] [google]
9182481

>>9181071
Let's be smart and release on October 1st instead of 31st so people get to play our Halloween maps in the months of October.

>> No.9182486

>>9181946
The medical system in the stable version is already pretty good.
Press and hold use for HUD.
Toggle shit from the options.
Asides all that, adquire proficiency.

>> No.9182491

>>9182469
Any remastering for any older Wolfenstein would make sense if they’re looking to announce a new title.

>> No.9182493

Is there a flashlight mod for Doom 3 that just centers the light on the cross hair? Maybe makes it a little larger?
Tried searching, but all I get is duct tape mod/yafm/people bitchint about BFG edition.

>> No.9182501

I'm at my first baby steps when comes to mapping and I'm trying to add a light switch to a vanilla map, similar to the one in the blue key room in MAP04

Is there a howto/tutorial I can read/watch somewhere? just to set me on the right track

I'm working in SLADE3 but UDB is fine, too..

>> No.9182524

>>9182501
>I'm working in SLADE3 but UDB is fine, too..
do yourself a favor and switch over to UDB completely, even if you're creating a vanilla/boom map

>> No.9182526

>>9182501
I suggest you watch any kind of mapping tutorial that explains the basics, such as how to make doors, how to make switches and in general how line actions work.
It works like every other line action. When you understand how line actions work, it's all the same.
Generally to have a line action do something with a sector, the sector number needs to be the same as the line's number.
Please note here that it's the value you set under "Tag" in the properties, not the *actual* number (e.g. "Linedef 311" when hovering over it in UDB).
In your case you would then choose a line action from the "lighting" group; th only two that are switches(in Doom, i.e. vanilla format) are 138 and 139 that change the light level to either bright or dark. Tag your lines and sectors accordingly and it should work.

>> No.9182562

>>9182501
Slade's really bad for mapping, which is funny because it was made for that.

>> No.9182597
File: 33 KB, 701x727, file.png [View same] [iqdb] [saucenao] [google]
9182597

>>9181716
If (big fucking if) we add new monsters, they should 1. fulfill a niche that the existing ones do not fulfill already and 2. be really fucking good.
Captain Mozzarella can probably lend a hand here but he's MIA again ;_;
I'll read up on the sprite discussion later. In the meantime, here's a concept for the berserk.

>> No.9182601
File: 1003 KB, 1874x1271, triangles.png [View same] [iqdb] [saucenao] [google]
9182601

I think, if I have to draw another fucking sector triangle manually, I'm going to lose my mind. I even copypasted some of these. God why do I do this to myself.

>> No.9182612

>>9182601
Exactly, why?
I mean seriously, what are you even trying to do here?

>> No.9182613
File: 81 KB, 803x857, c996341e3433c4343d281d0a55099c64.jpg [View same] [iqdb] [saucenao] [google]
9182613

thoughts about doom hunter?

>> No.9182620

>>9182613
I love this guy's design, he feels like a Quake 2 monster that a five year old came up with. I can imagine a excited child telling the artist all of his ideas as they come along, like "oooh, make him have a rocket launcher, a double chainsaw and make it flaming and give him tank tracks with missile launchers and miniguns and..."

>> No.9182625
File: 2.43 MB, 2688x1343, tentacle.png [View same] [iqdb] [saucenao] [google]
9182625

>>9182612
Simple, sloped floors that don't look like shit. Basically, if you have a sector made entirely of triangles, UDB can modify the vertex heights individually to make perfectly aligning slopes. Since I'm a retarded faggot I want to make the same "Tower with tentacles" design as I did in the last titlemap, but better, so I'm forcing myself to do this.

>> No.9182628

>>9182625
Ahhhhh this is UDMF, now it makes sense.
Very well, carry on then.

>> No.9182629

>>9182481
big brain big brain
I'll be playing Ad Mortem for the first time but I'm waiting for Oct. 1st...I'll have 2 to play now.

>> No.9182630
File: 2 KB, 81x59, 1660617096684460.png [View same] [iqdb] [saucenao] [google]
9182630

>>9182628
Can't do cool portals without UDMF, sadly. Every second that I work with this format is a second I'm reminded of why nobody fucking uses it.

>> No.9182632

>>9182613
>thoughts about doom hunter?
None that come to mind.

>> No.9182634

>>9182613
like the necron destroyer-ish design and the d64 chainsaw easter egg
has any doom mod imported them yet?

>> No.9182635

>>9182630
>Every second that I work with this format is a second I'm reminded of why nobody fucking uses it.
lmao because they're brainlets overchallenged with a bunch of new features?

>> No.9182637

>>9182635
No, because using half of those new features is like operating a smartphone app on punch cards and the results aren't much better than just using a later engine like Quake's. To be fair though, the other half is almost entirely because people don't really want to bother learning them.

>> No.9182648

>>9182637
>is like operating a smartphone app on punch cards and the results aren't much better than just using a later engine like Quake's
made me giggle desu

>> No.9182650
File: 168 KB, 800x450, 800px-Eviternity_Astral_Cacodemon.png [View same] [iqdb] [saucenao] [google]
9182650

>>9182597
FWIW he designed the Demonlet that I linked, although I envision it being faster.
>roles/niches
Demonlet -- very fast, very low HP melee monster, hence very high priority.
Valiant Pyroknight -- At 500 hp, it's tankier than the Satyr, and also has a slightly upgraded attack (50% chance to cast triple fireball). Retains default movespeed to make it slower than Satyr.
Pyrobaron -- Has the same upgraded attacks as pyroknight, but also has the movespeed buff of the Satyr, to make it extra deadly
Astral Cacodemon -- flying mancubus (they cast 3 fireballs)

>> No.9182675
File: 609 KB, 1920x1080, image_2022-08-16_123715421.png [View same] [iqdb] [saucenao] [google]
9182675

>>9182650
The Valiant Super-mancubus could be fun, too.

The Pyroknight has too much overlap with the satyr so that is the weakest candidate so far, but the pyrobaron is cool

>> No.9182682
File: 76 KB, 498x347, spritesheet.png [View same] [iqdb] [saucenao] [google]
9182682

>>9182597
My go-to idea for a monster - flying wizard that shoots stream of fast projectiles that are homing but not very well (Doing only minor correction before zooming right past). I was told it's possible but I didn't learn how to make new monsters yet.

I even made a dark bishop recolor in doom palette, but if you want to accept my idea, I'd like Ad Mortem version to not be blue.

>> No.9182683
File: 2.89 MB, 1280x720, Why the fuck do decorations have physics.webm [View same] [iqdb] [saucenao] [google]
9182683

This is someone's fault and I'm blaming Graf.
>fucking lanterns fall off the edge of the tower because slope too steep

>> No.9182686

>>9182683
why don't you put the on a invisible ledge, or remove their gravity?

>> No.9182689

What are some good wads like strife?

>> No.9182691
File: 273 KB, 1536x2048, EvlIvuiXcAU4KtY.jpg [View same] [iqdb] [saucenao] [google]
9182691

>>9181254
>I don't really know what I'm asking, just general advice?
>At work I'll write down ideas for environment design

I'm not really a "dev" but I'm also aspiring to be one. My advice would be, start with making maps for the kind of shooters you want to play while also working on other relevant skills (coding, making 3d models, learning sprite art etc) on the side.
From mapping there's a natural segway to modding, you could do something like weapon / NPC skins, models etc, get a feel on how all of that works.

The idea here is to not have to start with a HUGE project on your hands all at once, but rather something with a manageable scope from where you can expand. If you don't have the commitment to start with a *map* for a game, chances are that you'll give up on the game project as well especially since you're still very much undecided on the style.

Dunno if you're committed to doing it alone / have a strong vision you MUST fulfill on your own but you have a stronger chance of getting somewhere if you learn to do something concrete (like map design and having working showcases in an actual shooter) and then pitching the idea to someone who's more gifted in art, coding, music etc.

The thing is, you have to bring SOMETHING to the table other than just ideas / being the lead.

Tl;dr , download Doombuilder, Hammer editor,Mapster 3d, Trenchbroom etc, some game with gameplay that is closes to what you're thinking of doing and construct gameplay sections you want to achieve etc, maybe make a full map after that etc.

That's how I'm personally planning on starting. First making a map or two, maybe even a small level set. Elevate that into a mod and mix other people's work like custom guns / enemies (with credits / permission of course) with maybe some of my own work / commissioned sprites.

But that's only after I get past the initial stage of producing a testbed map.

Good luck dude!

>> No.9182693

>>9182686
Just did the second one, I thought telling them to "Stay Still" would work but that would make too much sense.

>> No.9182694

>>9182675
the monster looks cool but the fireball could use more work

>> No.9182697

>>9182683
Because they're sometimes on shit like elevators and other moving surfaces, and can't just stay put? This isn't a problem for like 98% of all maps.

>> No.9182703
File: 452 KB, 1280x1556, hhhhhhh.jpg [View same] [iqdb] [saucenao] [google]
9182703

>>9182683
i want to play this

>> No.9182708

>>9182697
It's just GZDoom's stupid physics combined with UDMF ultrafaggotry. Thankfully this isn't a "playable" map so I can just hack shit together.
>>9182703
It's going to be the titlemap for the new Babel version when it's done, but sadly it's not designed to be "playable" exactly.

>> No.9182713

>>9182708
>but sadly it's not designed to be "playable" exactly.
am cry

>> No.9182726

>>9182713
I assure you, the portals are cool and all, but there are a few issues. See example map here https://files.catbox.moe/2ut6go.wad if you wanna see how they work. Also other portal map I made a long time ago here https://files.catbox.moe/07xiyt.wad with more random shit.

>> No.9182743
File: 201 KB, 640x480, doom80.png [View same] [iqdb] [saucenao] [google]
9182743

I don't know why I insist on making faux-3D effect, I bet you don't even see it on this screenshot.

>> No.9182751
File: 11 KB, 854x583, image_2022-08-16_130332805.png [View same] [iqdb] [saucenao] [google]
9182751

>>9182694
It shoots two types of fireball, like valiant's pyroknight. The smaller projectile is lifted directly from valiant and the larger one is from some realm667 monster

>> No.9182757

>>9182726
thanks. very cool stuff but yeah i imagine it can get quite buggy

>> No.9182763

>>9182743
the flesh key

>> No.9182785

>>9182683
>make steep slope
>wonder why things fall off
>REEEEE CHICKEN MAN
I mean come on anon, if you use those features you have to make do with how they are working.

>> No.9182802

>>9182785
I can and will also blame Graf for my stubbed toe, and the fact that Youtube's playlist keeps repeating the same songs over and over when it used to work perfectly around five years ago. In fact, it's Graf's fault my car needs its brakes changed too.

>> No.9182803

>>9182743
Looks fucking good.

>> No.9182835

>>9182802
What about your girl leaving you?

>> No.9182846
File: 5 KB, 800x967, STFGOD0.png [View same] [iqdb] [saucenao] [google]
9182846

>>9182835
Haha, as if that's ever happened to me

>> No.9182889
File: 351 KB, 1024x768, 1658795997122869.jpg [View same] [iqdb] [saucenao] [google]
9182889

>>9182846
Me neither haha

>> No.9182892

>>9182835
>>9182846
>>9182889
Guys, did you get cucked by the Chickenman?

>> No.9182897
File: 189 KB, 640x480, doom82.png [View same] [iqdb] [saucenao] [google]
9182897

Alternate idea for this corner. Hairy skin wasn't really working for it. This is now vomit room.

>> No.9182908

>>9182897
Fuck me, the last time I vomited tentacles I was out of order for three whole worse. Comes back up worse than wine.

>> No.9182930

>>9182613
id tried making their own nu-doom version of the baron, a boss encounter that later starts showing up as a regular enemy. But he isn't all too threatening and I can't even remember what exactly he does because he's either out of my view or I'm in the process of vaporizing him in 3 seconds.

>> No.9182949
File: 2.93 MB, 568x320, God damn it's hard to comrpess this enough to fit 4chan.webm [View same] [iqdb] [saucenao] [google]
9182949

Alright, well, I gave up on the open-air teleporters a bit since making a 3D floor fit over them was hard and the sky would fuck up and cut off parts of the tower without one, so now it starts in a complex/base or some shit and flies out into open air.

>> No.9182970
File: 577 KB, 3200x1800, Screenshot_Doom_20220816_151157.png [View same] [iqdb] [saucenao] [google]
9182970

>>9182949
Haha whoops why the FUCK is this broken now aaaaa

>> No.9182978

>>9182613
I think they're pretty cool.

>> No.9183001

>>9182949
What exactly was hard about fitting 3d floors over them?

>> No.9183004

>>9181387
>Also, still extremely minor, why the fuck can't you turn off the tiny timer thing? And what's the point of it? The level end screen gives your time anyway. It just seems like it would be a really easy thing to just let you turn off.
The sourceport is for speedrunning.

>> No.9183008

>>9183001
It fucked up the portal linedef. They're not really supposed to be different heights, it makes the rendering bug out a bit from some angles. I could have probably fiddled with it for a while until I got it looking okay from the camera angles but instead I just went "Ah fuck it" and made a base.

>> No.9183010

>>9183001
The prey type portals are a bitch to make with 3d floors, there is an alternative for it however, i saw it in a video with the heavy texan accent dude that made it but i am not sure that might be usefull.

>> No.9183014

>>9181016
I love this OP.

>> No.9183016

>>9181017
>>9181912
Update for 94 Protons of /vr/:
https://files.catbox.moe/cky005.zip
"Peaceful Rest Valley" v6 by donk_konk
MIDI: Forest of Monsters from Super Castlevania IV (https://vgmusic.com/music/console/nintendo/snes/Cv4-st2.mid))
Tested with DSDA-Doom v0.24.2

Fixed (hopefully) the death exit teleporter and removed the delay for the exit Archvile.

>> No.9183029

>>9183008
>>9183010
Not quite sure how exactly the setup is, but what about just using traditional techniques like masking a roof with lowered 1u sky sectors?

>> No.9183031

>>9183029
Makes giant pillars of sky that obscure the tower from certain angles. I'm not actually upset that I had to change it, I like it the way it is now.

>> No.9183036

>>9183031
>giant pillars of sky
Who wants to join my new indie rock band?

>> No.9183039

>>9183031
Shit, I hoped you wouldn't say that.

>> No.9183061
File: 2.93 MB, 1280x720, It even fucking centers itself now holy shit.webm [View same] [iqdb] [saucenao] [google]
9183061

Oh my fuck it looks even better than I thought it would. I'd make it adjust distance based on user resolution but honestly that's going a bit far. Adjusting the final cam height was super simple, and I doubt anyone is going to be playing in sub-320x200.

>> No.9183069

>>9182491
They're yet to reveal the final new Wolfenstein game and this year is 30th anniversary of 3D, so it's a perfect moment to reveal new game and re-release an old one.
>>9182892
No. They just prefer men.
>>9183061
>and I doubt anyone is going to be playing in sub-320x200.
INB4 Some anon does just that. I'm too lazy for this shit.

>> No.9183074
File: 63 KB, 591x680, EYJrQKpU4AA8xHP.jpg [View same] [iqdb] [saucenao] [google]
9183074

>> No.9183081

>>9183074
>controller
Gross.

>> No.9183084
File: 613 KB, 3200x1800, Screenshot_Doom_20220816_155927.png [View same] [iqdb] [saucenao] [google]
9183084

Trying to decide if this is a good idea. Torches fill otherwise empty space on either side of the titlepic when you're in 16:9, but the full black background is also pretty neat.

>> No.9183091

what wads should I check if I my favorites are Sunder and Germs

>> No.9183095

>>9183061
Great fucking job anon!

>> No.9183097

>>9183091
Sunlust

>> No.9183101

>>9183074
>smoking controller
Must’ve been trying real hard at those secrets

>> No.9183105

>>9183061
Fucking nice!

>> No.9183107

>>9183081
Not as gross as the flat chest.

>> No.9183114
File: 3.52 MB, 720x576, SMALL X.gif [View same] [iqdb] [saucenao] [google]
9183114

https://desuarchive.org/vr/thread/5519054/#5526840

well I found pyromania along with some other stuff

>> No.9183117

>>9183084
I'd have it full black unless you plan to have some kind of border around the titlepic so it's not just sort of freestanding there.

>> No.9183138

>>9183117
Yeah this is my thought, I'm not sure what kind of border I could use though, since it'll need to adjust its height as well, I'll have to experiment.
>>9183095
>>9183105
Thanks.

>> No.9183179
File: 148 KB, 1280x960, DOOM0000.png [View same] [iqdb] [saucenao] [google]
9183179

First concept for the Berserk.

Can you tell what it is supposed to be?

>> No.9183186

>>9183179
>This whole mapset is a pussy, just waiting to get FUCKED!
So much potential for cokehead quotes.

>> No.9183232
File: 47 KB, 685x181, cocaine.png [View same] [iqdb] [saucenao] [google]
9183232

>>9183179
Perfect.

>> No.9183238

>>9181030
>find a new wad
>play 5 levels, have fun
>die
>dont want to spend another 5 minutes replaying map
>find a new wad

>> No.9183243
File: 2.65 MB, 1920x1080, Fuck yeah.webm [View same] [iqdb] [saucenao] [google]
9183243

I'm not going to lie, this was fucking satisfying to pull off. Pretty sure it would fuck up with non-90 FOVs, but idgaf tbqh.

>> No.9183259

>>9183238
>playing saveless the first time around
You have only yourself to blame.

>> No.9183263

>>9183243
>fuck up with non-90 FOV
or different aspect ratios probably.

>> No.9183265
File: 1.79 MB, 275x275, 1647965547888.gif [View same] [iqdb] [saucenao] [google]
9183265

>>9181030
>>9183238
I save scum I don't give a fuck.
I don't have the time to play through the same parts the same way 10 times to get back to where I was.
There are too many good wads and too many good other vidya/things to watch to be wasting that type of time over and over again.

>> No.9183270

>Chocolate Doom Setup crashes and Chocolate Doom has sound issues.
>i'm on Windows 11 and with the last version of choco.
what do?

>> No.9183271

>>9183263
Nah, uses a constant derived from VFOV so it should be fine. I'm gonna try it out with 4:3 just to be sure though.

>> No.9183276

>>9183270
Stop using 11

>> No.9183278

>>9183243
It's like you're talking them to an unholy movie theater to see the latest wad being played.

>> No.9183281
File: 34 KB, 720x720, 1650986332422.jpg [View same] [iqdb] [saucenao] [google]
9183281

>>9183107

>> No.9183282

>>9183276
well too late

>> No.9183283
File: 388 KB, 2400x1800, Screenshot_Doom_20220816_172833.png [View same] [iqdb] [saucenao] [google]
9183283

>>9183263
>>9183271
Well, it does cut off the edges, but using a 4:3 does that on regular titlepics so the rendering is nearly identical. What's important is that the top and bottom are centered no matter what.
>>9183278
The original concept for this was to have the first titlemap be playing on a monitor in an office, then have the camera watching that one move out into the new one, passing by a bunch of other monitors displaying other "maps" through portals on the monitors. I kinda chucked it when I realized how much of a pain in the ass it would be.

>> No.9183308

>>9183283
That sort of idea would probably work for a Compendium or Wadsmooshed sort of thing, have a rat map with old school style sector PCs and each one is the entrance to the chosen wad.

>> No.9183313

>>9183281
And the art is fucking shit.

>> No.9183314

>>9183308
It's all just visual in this case, but yeah, it was partially inspired by one of the DUMPs that had the pictures, I just figured I'd do it a bit different. Either way, I'm fairly happy with what I've got here. It seems like the FOV is always 90 on the titlemap even if it's set to something else, so that actually resolves a huge amount of potential issues.

>> No.9183315
File: 27 KB, 320x200, 593d4021d7d63_dgaptitle.png.png [View same] [iqdb] [saucenao] [google]
9183315

is there a way to disable fake contrast in Woof?
and how do i change the soundfont?

>> No.9183324

Any good blood fan levels, other than the /vr/ stuff?

>> No.9183327
File: 88 KB, 575x804, 1e73c2e4c22e9b8994c1b3acd3a21b09012f99b2.jpg [View same] [iqdb] [saucenao] [google]
9183327

>>9183074
>>9183107
>>9183281
>>9183313
she could have looked like this in a less wokeish timeline

>> No.9183332

>>9183327
Looks like a committee wanted a family-friendly version of Tank Girl.

>> No.9183335
File: 67 KB, 400x550, Shub-Niggurath.jpg [View same] [iqdb] [saucenao] [google]
9183335

>>9182691
Thanks for the encouragement! I was considering making a Serious Sam mod because the type of shooter(s) I want to make are definitely more in line with SS than anything else. But I'm already familiar with Trenchbroom and the rhythms of Quake combat, so I think I'm going to do exactly what you suggested: map, and then mod with some QuakeC. Good luck with your projects!

>> No.9183351

>>9183332
other pieces of concept show boob so not "family friendly", as it was originally a Duke spin-off...
a bit more politically correct maybe

>> No.9183356
File: 213 KB, 438x674, c6ea6fac8cd92eadd5f4a2dc4475eaa88f9aef5d.jpg [View same] [iqdb] [saucenao] [google]
9183356

>>9183332
I like this one, but change her to not look like tank girl too much. Add some police stuff, the armor could be there as well.

I think simple clothing like a jacket and top and jeans is enough.
I think fluffy 80s hair glam rock look with police armor elements would rock.

>> No.9183364

>>9183351
Yeah, family friendly was not well worded, I wanted to say "less offensive", as in "wider appeal", what with generic blonde and all.

>> No.9183397

>>9181603
Fight me irl.

>> No.9183404

>>9183397
I wanna fight you, if I can defeat you in single combat it means I take your powers. I need to get better at art stuff.
This is how it works, right?

>> No.9183405

Maybe we shoudl be thankful she didn't get netflix treatment. I dont know.

>> No.9183409

>>9183327
this kinda reminds me of sin city, for a reason
like those art pieces from other artists that frank miller adds after the blam sections in big fat kill

>> No.9183412

Should I go for the Salinger, the Tycho or the Pfhor plank on my first playthrough of Rubicon X?

>> No.9183436

>>9183404
You can either practice fighting, or practice arting.

>> No.9183441

>>9183436
I've done both though. But I feel like I'm lacking in art ability because fuck perspective.
Now draw your sword, fuckboy.

>> No.9183442

>>9183436
What if I practice farting?

>> No.9183445

>>9183409
Reminds me more of something out of 40k. Or Dredd.

>> No.9183448

Jesus Christ get a room already, the sexual tension is unbearable.

>> No.9183453
File: 18 KB, 474x474, AAAH.jpg [View same] [iqdb] [saucenao] [google]
9183453

>>9183448

>> No.9183456

>>9183441
When my head gets cut off and the lighting highlanders out of my body it actually just electrocutes you.
There can be only none.

>> No.9183462

>>9183456
That's not very conducive to getting anything done. New plan: If I need help with something I'll just ask you nicely.

>> No.9183465

>>9183462
>conducive
conductive
But you can try that, too.

>> No.9183470
File: 151 KB, 960x960, 1482890258226.jpg [View same] [iqdb] [saucenao] [google]
9183470

>>9183465
ALRIGHT I CHANGED MY MIND.

>> No.9183473
File: 63 KB, 496x700, 51vy43hnh9l.jpg [View same] [iqdb] [saucenao] [google]
9183473

>>9183332

>> No.9183485

>>9183473
Fuck, I forgot I have to play that game.

>> No.9183537

Sorry for the normie question; is it worth picking up the Steam release of Quake 1?

Basically is there any reason not to stick with Quakespasm?

>> No.9183552

>>9183537
You can deathmatch with console plebs if you really want to. Otherwise I guess it makes co-op more convenient - not having to port forward and whatnot.
The new expansion can be played on most modern engines now so that selling point is gone.

>> No.9183569

>>9183552
Oh cool to hear about the expansion.
Is Quakespasm not the recommended engine anymore, was it superceded?

>> No.9183581

>>9183569
vkQuake and Ironwail are considered the best engines for vanilla Quake and most mods that aren't total conversions.

>> No.9183584

>>9183569
not him but:
VKQuake(dunno how old is the last build) has better performance but it's a Quakespasm fork anyway.
unless they have been merged by now?
i've been living under a rock
The steam release is pretty good as of now, has easy expansion install like with doom unity
i'm still sperging about the underwater color but that's just me.
the steam version also fixes the texture clipping issues that reveal secrets in other hardware rendered ports.

>> No.9183585

>>9183584
*VKQuake because it runs with Vulkan instead of OpenGL

>> No.9183591

>>9183581
>vkQuake and Ironwail are considered the best engines for vanilla Quake and most mods that aren't total conversions.
Ah, so sorta like how Chocolate Doom is vs GZDoom?

>> No.9183594

>>9183591
Well, the Quake equivalent of GZDoom would be FTE, though it's more geared towards multiplayer and making your own Quake engine game.

>> No.9183602

stop pretending doom always had 36 levels

>> No.9183606
File: 55 KB, 220x165, wut.gif [View same] [iqdb] [saucenao] [google]
9183606

>>9183602

>> No.9183608
File: 137 KB, 1128x849, 1646082528592.jpg [View same] [iqdb] [saucenao] [google]
9183608

>>9182682
That's a very cool idea. Fits with the texture set of the wad, too. It's possible to make custom homing projectiles with their own turning radius and speed using MBF21 but I dunno how

>> No.9183609
File: 463 KB, 680x380, 1598824902331.png [View same] [iqdb] [saucenao] [google]
9183609

>>9183602
No

>> No.9183613

>>9183608
kek saved

>> No.9183631

>>9183179
Nope. It's bad.

>> No.9183634

>>9183179
https://www.youtube.com/watch?v=pFJ62vlZbls

>> No.9183641

>>9183324
https://blood-wiki.org/index.php?title=List_of_Mods
Scroll down to find a list of custom maps for Blood, both WIP and finished.

>> No.9183686
File: 70 KB, 617x1100, danger girl.jpg [View same] [iqdb] [saucenao] [google]
9183686

>>9183356

>> No.9183692

>>9182613
Doom 3 Kelly Boss, but better.

>> No.9183698

baron with cyberdemon's hp

>> No.9183710

So the story screens in Ancient Aliens don't play unless you're using GZDoom?

>> No.9183714

any monster pack mods that aren't listed here? https://forum.zdoom.org/viewtopic.php?t=50504

>> No.9183719

>>9183714
>Some fag from ZDF actually listed Babel
Thanks I hate it.

>> No.9183720

Name all the quake forums

>> No.9183729
File: 523 KB, 680x510, 1615118491220.png [View same] [iqdb] [saucenao] [google]
9183729

>>9183710
or Eternity

>> No.9183747
File: 278 KB, 706x767, 1655264629304.jpg [View same] [iqdb] [saucenao] [google]
9183747

>>9183448

>> No.9183769

>>9183719
At least it's only a honourable mention and not in with the shit like that fucking avian mod.

>> No.9183775

>>9183729
whats the most compatible engine? eternity or gz?

>> No.9183778

>>9183775
>>9183729
and i mean overall like all the wads out there, which one strikes the most points?

>> No.9183781

>>9183107
Or the weird deviantart nose.

>> No.9183789

>>9183778
What kind of wads are you counting here? Maps? Gameplay mods? TCs?

>> No.9183808

>>9183789
mostly megawads and TC nothing exotic.
i've had glitches on GZ with Perdition's Gate even with the patch...

>> No.9183813

>>9183769
Pretty sure that's only because it doesn't add "new" monsters. I'm not going to assume any of them played it, because if they had they'd know that the AI is more different from the original monsters than damned near everything else on that list. Still, I wonder if Hellser realizes that I specifically avoid their forum and doomworld like the plague because every single time I've ever tried to involve myself with them they've either talked shit about me behind my back or tried to bait me into saying shit to get myself banned, in addition to giving me shit for trying to help them with stuff. Genuinely, I fucking hate every staff member of those sites with only a few exceptions. Considering how they like to deperson and exclude everyone who isn't in their hugbox I can only assume they don't really know this.

>> No.9183827

>>9183813
It lists LegenDoom in the main thing though, which I assume means LegenDoom lite, and hat doesn't add anything.
> I've ever tried to involve myself with them they've either talked shit about me behind my back or tried to bait me into saying shit to get myself banned,
I had to get out of their Discords and shit for this reason, pure backstabbing and talking behind people's back, and the forums are basically just Rachel using Graf and other shit as an excuse to wield admin powers to get rid of people.

Definitely not a place to really hold in high regard, or go there if you can avoid it.

>> No.9183832
File: 14 KB, 64x64, 1649204924816.gif [View same] [iqdb] [saucenao] [google]
9183832

>Wolfenstein X Hearts of liberty
>Brutal Wolfenstein
>Wolfenstein Blade of Agony
Any opinion on these? i dont know which one to try and complete first

>> No.9183836
File: 690 KB, 1200x665, You came to the wrong Pain Elemental Neighborhood.jpg [View same] [iqdb] [saucenao] [google]
9183836

I figured I would use a trip to distinguish myself from the original lead.
>MONSTERS
There's already plenty of new monsters in Ad Mortem, and if we are to add more, then I think 2 would be a hard limit before bloating the roster. To reiterate, they should fulfill a niche the others don't already fulfill, and they should ideally have sprites that complement the gothic setting (more on that later.) Right now, I'm thinking Captain Mozzarella's Baby Pinky and anon's Bishop recolor to be the best bet.
>MAPS
The strawpoll got 6 yes votes, 10 maybes, and 3 no votes. That means we should at least be getting 6 new maps, which I will be more than happy with. However, there is a standard of quality that the maps must meet, this isn't just a simple grab-bag mapping project like the minutes of /vr/ series. I'm not setting an astronomically high bar here, but I'm at least expecting something higher than Tricks and Treats.
On that note, the authors of Tricks and Treats and Uncle Reggie's Candy Factory both plan to polish their maps up to par with the rest of the set. If you currently have a map in the set, then I advise you to do the same.
>DEVELOPMENT
Ad Mortem originally started on August 28th, and I'm thinking we should start on the 27th, but we can go lower if we need to allow more time for contributors. Another anon suggested the release date being October 1st rather than the 31st, which I find unrealistic, but I do agree we should have this project out sooner rather than later. I'm thinking the 14th should be the submission deadline with the following week being for additional polish and testing, and the 21st will be the formal release. Again, this can be pushed up to allow for more development time, but the sooner, the better.

1/2

>> No.9183837

>>9183813
mate I just want a monster pack mod that isn't listed there

>> No.9183839

>>9183836
>IN A PERFECT WORLD
This is just shit that I would like to have, but is not required.
I am in close contact with Captain Mozzarella, and he has expressed interest in contributing to Ad Mortem. With his help, he can create unique monster sprites for new monsters, as well as create skins for the existing monsters to complement the gothic aesthetic, just as he did with HFFM, or as Ancient Aliens does with the Mancubus and Arachnotron. Problem is, he's currently stuck in what he describes as France's equivalent of Ohio and has no internet access for miles, so I don't know if he's gonna come back to contribute in time.
Chopblock has also expressed interest in creating sprites for the Plasma Gun and BFG, but seeing how he's preoccupied with 94 Protons of /vr/, we'll have to see if he can deliver on that front.

2/2

Questions, comments, concerns, hatemail, insults, fire away.

>> No.9183843

>>9183778
I dunno what you mean. GZDoom is the most all-in-one port in the sense that it can play the most wads. I like Eternity over GZDoom because it keeps the same default Doom mouse sensitivity that I'm used to, but Ancient Ayys is too beautiful of a megawad to play in software rendering, which is Eternity's only renderer, so I use From Doom With Love, the only vr-autist-made port I'm aware of

>> No.9183846
File: 24 KB, 775x232, 1.png [View same] [iqdb] [saucenao] [google]
9183846

>>9183837
any of these catch your fancy just by name? i could upload in mediafire if you want

>> No.9183848

>>9183827
Oh my issues with them far pre-date Discord but I did the same thing. I still lurk those channels for the rare case where I want to Ctrl+F something in one of the help channels, but holy christ the community is awful.
Example: Years ago I asked for ACS help. I got ZScript help, which I didn't ask for. I tell the person condescending me about ZScript "Yeah okay that's cool but I wanted ACS help, can you help with ACS?". Cue the shittalking, which continued for another hour after I "logged off" and appeared offline. When they start talking mad shit I pop in a message and say "Yeah btw I'm still here so why don't you say that to my face?" and Rachel loses her fucking mind (she was one of the people talking shit btw) and nearly everyone tells me to shut up or get banned.
Basically what I'm saying is that I'd rather be called a faggot and have some autismo sperg at me about dumb shit I said when making FKER almost a decade ago than interact with those people, and that's saying something. It helps that, looking back, I would call me from ten years ago a retarded asshole too.
>>9183837
Speaking of which, https://files.catbox.moe/dfykdl.pk3
This is the final version of my first real mod with the weapons stripped out, a monster randomizer that uses rebalanced shit from realm 667. Generally speaking it's like a very "tame" randomizer, with all enemy health between +-50% of the base monster and attacks not hugely out of tier for most things. Goes well with weapon packs that are a bit more powerful than vanilla. It's probably not "new" to you if you play a lot of these, but it might be interesting.

>> No.9183853

>>9183843
Ancient Aliens looks really nice in True Color Software mode in GZ.

>> No.9183856

>>9183846
both duke nukem monsters mod look appealing though i do recall an anon complaining about the balance once. i play monsterpacks mostly with mods though so shouldn't be too much of an issue, should be good
>>9183848
this sounds good too, though i can't access catbox.moe right now for some reason. I'll check it out later when I get catbox.moe to work
Thanks anons

>> No.9183858

>>9183848
I've experienced something similar with those fucks, somebody asked for how to do some shit with Decorate, they jumped onto them with the zscript shit (which the dude said he don't understand or want to use because zandy compatibility), I gave the dude a functional solution from one of my prototypes, they all start losing their shit at me for it being an inelegant solution that should be in zscript.

Their forum part saying mods for other source ports are welcome is bullshit, rock the boat with that shit and they lose their shit.

>> No.9183859

>>9183856
https://mega.nz/file/7pdVgAgB#JggL5NzFWfgos7TmLt6wo3IzJBJInw-cRXcZbw9ZBuU
Try this link then, I've had it on mega for ages.

>> No.9183864
File: 294 KB, 1280x1711, astral_cacodemon___eviternity_by_smonkito_df04pq9-fullview.jpg [View same] [iqdb] [saucenao] [google]
9183864

>>9183836
>bloat
I agree this is a risk, and I regret proposing the pyroknight. With that said, I think there is a strong case for Demonlet, Pyrobaron, Eviternity Astral Caco, and Valiant Supermanc
>niches
Demonlet is fast, low hp, high priority melee.
Pyrobaron is just a lot funner and cooler than baron.
Astral Caco is like a fast flying mancubus.
Supermanc fires a literal wall of fire.

>> No.9183867
File: 111 KB, 1024x1010, 1642209875115.jpg [View same] [iqdb] [saucenao] [google]
9183867

>>9183858
Yeah, they're pretty fucking retarded. I think half the reason ZS never got ANY docs besides the bits on the wiki is purely because they enjoy making people go to them and beg for help. If I was a bit more spiteful and a bit less busy, I'd write a giant set of docs myself. I did a few videos with ZS tutorials on Bitchute years ago, but I had to drop off because of real life issues. These days I wouldn't even know where to begin with that. I've been using ZS for so long that things I know used to be confounding to me are so easy I can do them without thinking, so I'd probably just end up making something useless.

>> No.9183872
File: 72 KB, 640x614, 1631796693042.jpg [View same] [iqdb] [saucenao] [google]
9183872

>>9183856
Yeah i was the one complaining,ZimDukeNukem has pinkies replaced by drones who use shrink ray (Not sure if that last infinitely until you get crushed and die) while DukeNukem3dv10 is just tough in general with its monster varieties and the enforcer with its freeze gun instant gibbing you, here is the link anyways and remember to just use one of the PK3 at a time

https://www.mediafire.com/file/fmo2o6497fvbvte/DukeNukemEnemies.rar/file

>> No.9183875
File: 21 KB, 336x336, 1628574294055.jpg [View same] [iqdb] [saucenao] [google]
9183875

>Corruption cards+Brutal wolfenstein
>Give grunts the ability to pick up items
>expect them to steal keys,ammo,medkits,etc
>they also steal tables,fountains,lamps and everything thats not nailed down
hearty kek

>> No.9183879

>>9183864
>Pyrobaron is just a lot funner and cooler than baron.
We already have the Satyr for a fun noble.

>> No.9183904

>>9183875
This usually happens when they've been lazy and used something as the base actor for everything else to inherit from.

I've seen one mod where the fuckers were carrying trees around.

>> No.9183909

>>9183836
>Uncle Reggie's ... up to par with the rest of the set
I was late to the party with AM and didn't read the discussion, but that map was one of my favorites from the whole thing. felt a bit on the hard fast & faggoty side, but I didn't have any problems with it (unlike, say, Torture Garden). just for the record.

>> No.9183912

>>9183904
>HANS, FETCH ZE TANNENBAUM

>> No.9183937

>>9183864
I strongly disagree with expanding the custom monster bestiary any further than the boners and the satyrs. Reskins of regular enemies are fine, but we don't want this to end up like a Realm 667 mash up. Cohesion is incredibly important.

>> No.9184058

>>9183872
admittedly i'm more of a fan of dn3doom since I feel it's a lot more balanced, and more fun to play, but the gripe I have is that you can't separate dn3doom into standalone monster and weapon packs

>> No.9184074

How many long-ass maps are in Ancient Aliens because I've spent 30 minutes in MAP09 and only have the red key
I really liked the early fast and flow-y type levels, and this one's fine too but man I don't want there to be too much of them

>> No.9184175

>>9184074
map 09 iirc was made by a guest mapper and not skillsaw
episode 2's maps start short again, but map 16 is pretty long. episode 3 is a mixed bag both in length and quality because the majority of it was also made by guest mappers

>> No.9184180

>>9183846
I wonder what ReplaceAllEnemiesWithArchvilesV2 does.

>> No.9184189

>>9182428
>I want to make sure it at least displays the TITLEPIC of the mapset since I'm sick of missing out on them.
Oh, that would be geat! You must've seen my comment from the last thread lol. I'm very interested in this update - looking forward to more.

>> No.9184197

>>9184074
only a couple, map09 is joshy's I think. pinchy's map is also very long, but it's map25 or thereabout. most maps are 10-15 min.

>> No.9184220

>>9183485
It's very average. The initial "wandering around the village before the violence hits" is probably the worst bit.

>> No.9184228

>>9184189
It's basically done. Just camera work in a few other things left.
However, apparently my new apartment complex shares IPs between units, because a post that I didn't make on a board that I don't post on just got me banned. So unfortunately I'm going to have to wait a couple of days, and probably yell at my landlord tomorrow.

>> No.9184245
File: 4 KB, 613x78, file.png [View same] [iqdb] [saucenao] [google]
9184245

We've got a little problem anons, I don't know what font Vaeros used for the text in Ad Mortem, so to make more text for level names and such, we'll have to
1. Track down the font ourselves
2. Wait for Vaeros to come back and provide it (seeing how there's been no sign of life for 3 months, this is unlikely.)
3. Reconstruct the font manually
I'm not gonna let this stop me. If all else fails, then I'll do option 3, but it would be nice if we could just find the font itself.
That aside,
>>9183864
I can see the demonlets working as a swarmer enemy, but I just can't see the rest doing anything the existing monsters already do but better. I'll also echo what >>9183937 said, we don't want this turning to an R667 clusterfuck.

>> No.9184295

Why does the Berserk pack make the screen turn red for a time? It gives the impression that the Berserk is temporary when it is in fact permanent for the level, which took me a long time to figure out.

>> No.9184303

>>9184245
Cambria
"House of Fisting" is in a larger size than "King Boner's" though for some reason

>> No.9184307

>>9184303
Crisis averted, let's carry on.
I realize I said "94 Protons is wrapping up soon" but I didn't notice the deadline got extended to September. With that acknowledged, I'm still kicking AM off sometime this month.

>> No.9184359

>>9184303
>"House of Fisting" is in a larger size than "King Boner's" though for some reason
I think that particular graphic might have been made by splicing two together. I know that map in particular's full name was "Scared Stiff in King Boner's House of Fisting" and IIRC "House of Fisting" was proposed to shorten it before "King Boner's House of Fisting" was settled on.

>> No.9184387

>>9183243
test it with something like 150.
>>9182613
very fun enemy, hope to see kar en tuk do it.

>> No.9184393
File: 83 KB, 650x650, Playstation-ps1-disruptor.jpg [View same] [iqdb] [saucenao] [google]
9184393

>> No.9184395
File: 318 KB, 792x1325, ps1_kileak_the_dna_imperative.jpg [View same] [iqdb] [saucenao] [google]
9184395

>>9184393

>> No.9184396

>>9184393
may i ask what's good about this one and why should i play it?

>> No.9184402

>>9184396
it looks nice but seems boring.
the visuals are more advanced than doom.
i think you get a gun and a special power
i only played the first couple levels.
maybe it gets better into the game.
i didnt think the alien fps was that good either.

>> No.9184405

>>9183091
Abandon is basically an unofficial sequel for 2009's Sunder

>> No.9184437
File: 2.35 MB, 3000x2318, IMG_20220817_035114358_HDR2.jpg [View same] [iqdb] [saucenao] [google]
9184437

>> No.9184452

>>9182524
what node builder is recommended for vanilla maps intended to play on both software- and opengl-renderers?

>> No.9184460

>>9184452
just use zdbsp and never think about it again

>> No.9184485

>>9183569
I've jumped to vkquake and iron wail because they support supersampling

>> No.9184489

>>9182613
It looks dumb as hell.

>> No.9184493

So something I've been wondering about blues, since I watched Kegan's Chainworm run. Is there an upper limit to the amount you can have in you? If I have a few and decide to just chug every new bottle I get, am I wasting them? Also is it intended that the character no longer automatically tosses the bottle after you're finished? I've had to select a weapon afterwards.

>> No.9184506

>>9182930
worst offender with nu-doom are the sounds.
i can't remember what any of the demons'grunts or screams sound like and i've played the games many times.

>> No.9184507
File: 701 KB, 1302x1812, aaron-griffin-ion-fury-crop-2.jpg [View same] [iqdb] [saucenao] [google]
9184507

>>9183327
Thankfully, her current version is better than whatever abomination they planned for DNF.
>>9183537
Re-release is good for your first Quake experience. It also offers easier co-op and deathmatch options, as >>9183552
mention. Including with bots, which is good for lazy bastards like me.
As for the Quakespasm... You can stick with it if you want, but nowadays people would mostly suggest Ironwail or vkQuake (again, as it was already mentioned by anons). QuakeSpasm-Spiked is also an option, just not as popular currently.

>> No.9184509

>>9184507
>Thankfully, her current version is better than whatever abomination they planned for DNF.
her current version is as bland as unseasoned rice.

>> No.9184515

>>9182613
>>9183692
I thought Sabaoth was more interesting than the DH, honestly
>your own boss turns into a half man half tank, which even affects movement
>uses the BFG's own mechanisms against you, something that would have made people shit their pants in the 90's for it being the series' ultimate weapon and how it's the first version to have a tracer system
vs
>some horned demon with a sled that looks like it was inspired by that WH40K design
>shoots homing rockets and is either plasma bait or blood punch bait because of its shield and sled system
>destroy that and he just shoots mechanically typical projectiles while acting as a flying upper torso
>double chainsaw is a neat easter egg
Sabaoth feels like the next evolutionary step of Doomguy's friends that got zombified and use their familiar weapons against you

>> No.9184579
File: 2.59 MB, 300x251, foge3.gif [View same] [iqdb] [saucenao] [google]
9184579

I "recreated" the layered warping effect from Quake 3: Arena in Quake 2 using two warping textures of different size and rotation and transparency on top of each other.
The lower is water and the upper is mist.
This is for the 25th anniversary UNIT.

>> No.9184582
File: 646 KB, 1586x2200, Electronic Gaming Monthly 077 December 1995 page 051.jpg [View same] [iqdb] [saucenao] [google]
9184582

>> No.9184585

Anybody know any vtubers that play doom wads

>> No.9184589

>>9184585
decino

>> No.9184620
File: 430 KB, 1690x1114, QER.jpg [View same] [iqdb] [saucenao] [google]
9184620

Aw shit, back in Radiant again.

>> No.9184638

>>9184585
Combine_Kegan

>> No.9184641

>>9184638
I'm not even a vtuber you ding dong.
and I haven't played a Doom wad in awhile.

>> No.9184647

>>9184585
I've never seen a vtuber I could stomach watching. Bunch of attention whores using a cartoon puppet to make up for their lack of wits, looks, and/or skill.

>> No.9184653

>>9184641
haha, kegan just says this because he's shy, his avatar even blushes and shit, it's cute

>> No.9184657

>>9184653
and does lots of cute dances, and often has cat ears.

>> No.9184697
File: 34 KB, 400x303, tumblr_o6jcfhT4en1szent1o1_400.jpg [View same] [iqdb] [saucenao] [google]
9184697

>>9184653
>>9184657
Kegan's looking pretty cute.

>> No.9184780

>>9183465
Conducive is the right word.

>> No.9184789

>>9181016
Is it normal to hate Revenants way more than Pain Elementals or Archviles?

>> No.9184793

>>9184585
Well there's one Ive seen in twitch called Kirie
Seems to be a small vtuber tho

>> No.9184795

>>9184789
I really hated them at first due to their insane damage variation and homing projectiles, but you learn how to fight them eventually.

>> No.9184796

>>9184697
Nya~!

>> No.9184808
File: 2.86 MB, 1579x2145, antsbig.jpg [View same] [iqdb] [saucenao] [google]
9184808

>>9184582

>> No.9184816

>>9184808
I'll always remember this ad, because it's the first time I ever heard about Doom. I thought it was a game literally about ants.

>> No.9184817

>>9184789
Makes sense. They’re far more common than the elementals. You’ll manage though, just assume every thing they shoot will home.

>> No.9184826

Any good TCs for Duke 3D or Shadow Warrior?
For douk I've already played Alien Armageddon and Demon's Throne but not AMCTC on account that I want to play the full release, and for SW I don't think I've found one yet.

>> No.9184827

>>9184579
Nice touch

>> No.9184828

>>9184826
I’m not even aware of any devent Shadow Warrior maps let alone TCs.

>> No.9184830

>>9184808
EDF! EDF!
an EDF flavored wad would be cool, slaughtermap heavy though

>> No.9184839

>>9184830
When I finally tried it, my biggest takeaway from EDF was “giant enemies with reasonable health pools”. I was also reminded somewhat of Serious Sam. It was fun.

>> No.9184867
File: 23 KB, 86x115, (You).png [View same] [iqdb] [saucenao] [google]
9184867

>>9184582

>> No.9184876

>>9184452
What's a node builder? :)
I just make maps and call it good.

>> No.9184892
File: 192 KB, 331x430, (invisible).png [View same] [iqdb] [saucenao] [google]
9184892

>>9184867

>> No.9184895
File: 2.99 MB, 640x360, based.webm [View same] [iqdb] [saucenao] [google]
9184895

>>9184582
What a huge load of bullshit. Soldier and sergeant on the same level, lost soul that high and under the spider mastermind, spectre lower than demon... this is completely nonsensical.
and I guess the spider mastermind should technically be on top

>> No.9184902

>>9184506
The only ones I recognize are the zombie’s because of how senselessly loud they are, and the ones that get used in D4T because they aren’t muddied and quiet anymore

>> No.9184913

>>9184895
i'm watching this webm as someone mentions 9/11 in a podcast wtf

>> No.9184917

>>9184895
i don't like how the texturing of the towers and buildings reminds me too much of doom2's map13

>> No.9184928

>>9184895
>kills 0/0
Nice way to ruin immersion.

>> No.9184929

>>9184917
Unintentionally intentional

>> No.9184945

>>9184895
What compels ""people"" to make something like this? Them being underage?

>> No.9184948

>>9184506
>>9184902
I can recall the screech those nests make when you use one, and the arachnotron plasma noise. That would be it for now. I don’t even play with the music so you’d think they’d stick out more.

>> No.9184950

>>9184945
Freedom

>> No.9184954

>>9183839
>Chopblock has also expressed interest in creating sprites for the Plasma Gun and BFG
Uh, a limited interest. Vaeros had this WIP of a magical staff for the Plasma, and I really wonder if he'll show and provide that or not. I can't seem to find the screenshot anywhere.

If I end up providing those weapons for AM, I was thinking maybe just using that one Lightning Bolt sprite from that one Quake mod for Heretic, and maybe retouching it some, that could work as the Plasma, along with possibly using that skull staff from Heretic to make into some manner of BFG.
This isn't a hard promise though, and I may have to focus on 94P. Ideally I will put out a playable Beta before October, even if it'll be missing some stuff.

I will probably provide some tweaks for existing weapons, some people complained the Rocket Launcher was too loud. Maybe I can tweak the Super Shotgun also, somehow.

>>9183016
Thank you.

>> No.9184989
File: 59 KB, 493x352, 1646875108315.jpg [View same] [iqdb] [saucenao] [google]
9184989

I replayed Doom again since last time I downloaded the wads from rapidshare. After completing the og episodes, I am getting my ass kicked in Thy Flesh Consumed. Wiki says it is way more difficult than previous episodes and even on the easiest difficulty it keeps spawning the enemies. Should I play through it anyway or simply move on to Doom 2? I hadn't finish that one after I lost my interest getting lost in one of city levels.

>> No.9184992 [DELETED] 

>>9184950
Freedom was a mistake
Bring back absolute monarchies

>> No.9184995 [DELETED] 
File: 1012 KB, 320x240, OSRH.gif [View same] [iqdb] [saucenao] [google]
9184995

>>9184992
No.

>> No.9184997 [DELETED] 

>>9184992
Get fucking raped you redcoat scum.

>> No.9185000

>>9184989
episode 4 was made a few months after doom 2 as an extra challenge and to add more content to doom 1. e4m1 is notoriously difficult and crowded and e4m2 was made by Romero between midnight and 6AM and even he doesn't know why he made it so difficult.
Every level after that is actually pretty lame though, until the cyberdemon boss battle in E4M6

>> No.9185006

>>9184989
E4M1 is just obscenely hard because it starves you of health pickups and shits a million barons at you with barely any rockets while shotgunners snipe what little you have. E4M2 and E4M6 are also difficult but at least give you supplies, but the rest of it should be easier and doable

>> No.9185032

>>9184989
Give Doom 2 a whirl and come back to E4 later.

>> No.9185047

There is some ultimate doom wad but with the enemies and the doom II super shotgun
Also a wad of the music of the first doom in doom II would not be bad

>> No.9185085

>>9185006
>E4M2 and E4M6 are also difficult but at least give you supplies

E4M4 is the worst for me, it doesn't nearly have half enough supplies unless you know the secrets so you can use the fist

>> No.9185096

>finally gotten a chance to try out Violent Rumble recently, shit was so cash
Is the VR-anon still around, tinkering with a "v1.1 revision" of his project after initial release?
I still think that the pickelhaübe Rambler needs a buff in some form of a ground-pound move, even if the quick&dirty way of implemmenting it would be just making a weaker clone of the Gug's earthquake attack - shaky cam effect included

>> No.9185164

>>9184945
Being edgy.

>> No.9185195
File: 261 KB, 1400x1400, gog.jpg [View same] [iqdb] [saucenao] [google]
9185195

>The wait is over - DOOM & DOOM II updates featuring enhanced, as well as classic versions, are now available on GOG!
>If that's not enough, we're also permanently slicing the price of both DOOM II & III in half, so you can save more money! Oh and the whole series is currently up to 75% off.

>> No.9185217

>>9181017
https://www.moddb.com/mods/doom-voxel-project/addons/voxel-doom

Voxel Doom is out

>> No.9185218

Doom 1 = Doom 2 > Doom 4 > Doom 64 > Doom 5 > Doom 3

Quake 1 >>>>> Quake 4 >>>>> Quake 2

Serious Sam 4 > Serious Sam 1 = Serious Sam 3 >>> Serious Sam 2

Painkiller Black > Painkiller Redemption > Painkiller Overdose >>>>>>>>>> Painkiller Resurrection = Painkiller Recurring Evil (both genuinely pointless entries that don't even work properly)

Blood > Shadow Warrior > Ion Fury > Duke Nukem 3D >>> every other build game

Return To Castle Wolfenstein > Wolfenstein 2013 > Wolfenstein 3D >>> Wolfenstein 2009 >>>>> all that retarded faggotry that came after wolfenstein 2013 (discounting its expansion)

you may now reply to me

>> No.9185227

>>9185218
Shit Quake taste, but based Build FPS and Serious Sam taste

>> No.9185229

>>9185217
This is almost as adorable as Lego Quake.

>> No.9185235

>>9185218
Doom 23 > Doom 7 > Doom 49 > Doom 5

>> No.9185236

>>9185218
i can agree with doom 1/2 and doom 3

I have no opinion on Doom 4 and 5 and serious sam 4

Serious Sam 2 ≥ Serious Sam 1

>> No.9185258
File: 79 KB, 271x330, 1632011846117.png [View same] [iqdb] [saucenao] [google]
9185258

>>9185218
Good Sam taste.

>> No.9185265
File: 161 KB, 800x793, 543597-robotica-sega-saturn-front-cover.jpg [View same] [iqdb] [saucenao] [google]
9185265

>>9184393
>>9184395

Is this one of those early fps where you play as a robot like Robotica?

I fucking loved the theme of those games. A game where you play as a military murderous robot drone rampaging through different scenarios would be really nice.

Tell the story with mission objectives and environment, kill corpo mercs in a cyberpunk city , murder innocents and politicians alike.

>> No.9185304

>>9184948
I think the sound design might just be shit. Everything is low volume and similar sounding, and with all the ability/weapon/attack noises on top, it becomes an undistinguishable mess. The issue in nudoom is the main focus being moving around to stay alive, but it’s also an issue with modern FPS in general, nothing sounds unique or is easily identifiable.

>> No.9185307
File: 1.22 MB, 1284x1681, CF56D155-5D0B-455A-AE00-A207C1B19B14.jpg [View same] [iqdb] [saucenao] [google]
9185307

>>9185218
>Meme 64 above Eternal
>Quake 4 above 2
>Serious Sam 3 being above literally anything, let alone 2
>Shadow Warrior being above Duke
>”2013” when it’s 2014

How is it possible to be this consistently wrong about everything.

>> No.9185312

>>9184579
Very cool. I wonder if that works in Quake 1.

>> No.9185317

>>9185307
desu Duke is boring, Shadow Warrior is much more interesting. And Serious Sam 3 is as good as 1 and 4 once you get past the few first levels.

>> No.9185318

>>9185236
SS2 has too many objective and subjective design flaws for me to think very highly of it, but it's alright.

>Enemies don't have proper sound cues.
>Enemies get swapped out constantly, so there's no real core roster to get used to the rhythm of.
>Lives system is pointless.
>All encounters on Serious are built around spamming your grenades as often as possible because you get tons. They could've just balanced the fights around the weapons, and had you carry around 5 or so grenades as a contingency plan, so their use actually had a point.
>400 vehicle sections.
>BASTARDO, MAMMA MIA.

>> No.9185328
File: 2.89 MB, 1280x720, maze.webm [View same] [iqdb] [saucenao] [google]
9185328

Eh, I don't think I'll be tinkering on this wad for a while now. Still some things I might want to do at some point, but it's basically where I wanted it to be and even more. Autogenerated maze. UDMF format map, so play in GZdoom. You can tinker with spawn ratios for stuff quite easily by changing values in the ACS.
https://files.catbox.moe/z39aup.wad

>> No.9185381

>>9185096
Kinda missed the window on '1.1'. We're going straight to 2.0, assuming this poll doesn't do a 180 by the time this thread dies:
>>9181083
>>9176873
>I still think that the pickelhaübe Rambler needs a buff in some form of a ground-pound move, even if the quick&dirty way of implemmenting it would be just making a weaker clone of the Gug's earthquake attack - shaky cam effect included
The problem is the Rambler is made on the mapper's end using expanded Progs Dump settings. I guess I could add some kind of melee hit effect option for people to mess around with though.

>> No.9185391

>>9185381
>We're going straight to 2.0
You mean a sequel right? Saying "2.0" sounds kinda like we want to pile more maps on the already released project.

>> No.9185398

>>9185391
>Saying "2.0" sounds kinda like we want to pile more maps on the already released project.
Whether the old maps stay or go will be put up to a vote. What exactly we call the thing can also be discussed.

>> No.9185428

>>9185217
I've been keeping an eye on this for a while now, dude's put a lot more effort into having it resemble the sprites than the other voxel projects and the ones for doing similar but with models.

>> No.9185434

>>9185328
Oh hay I remember this, still looks cool as fuck.

>> No.9185456

>>9185428
I just realized: Are these brightmapped at all, or do I have to choose between brightmapped enemies and voxelized ones?

>> No.9185458

>>9181017
>>9185195
DOOM & DOOM 2 on GOG offer both DOSBox & re-release versions now.
https://twitter.com/GOGcom/status/1559903276094656513
>>9184895
>>9184945
>>9185164
>Saw this WEBM on Quake's Mapping Discord server.
>Someone posted it while complaining about Spirit & Quaddicted. He made the map.
>Wanted to post the video here, but always forgot about it before stumbling into it again and laughing like an idiot.
lol

>> No.9185469

>>9183832
Brutal Wolfenstein is the regular Brutal-ized tripe, made a bit more interesting by the fact that you've got era-accurate WW2 weapons (save for the big chunky chaingun and the laser rifle) and you get to mow down Nazis. It's got most of the bosses, and it's even got custom maps based on the original Wolfenstein. I'd consider this one the least worth playing, but I find it a little bit interesting.

Hearts of Liberty is to Brutal Wolfenstein what Extermination Day/Hell on Earth Starter Pack is to Brutal Doom. More of the same, except you get to play in more cinematic, dynamic mapsets. I think it certainly adds some thing to it, if you're willing to play it over Brutal Wolfenstein.

Blade of Agony is my best bet, bar none. It's had years of work put into it, and it shows. It's so good, man. It's a total conversion, you can play it standalone, and it is absolutely jam-packed with content.

>> No.9185492

>>9185458
>Someone posted it while complaining about Spirit & Quaddicted.
I'm assuming whoever it was got banned

>> No.9185505

>>9185469
Which Blade of Agony episode is the one where there's a transvestite nightclub singer?

>> No.9185507

>>9185307
it is the same repeated pasta

>> No.9185532

>>9184620
That looks painful.

>> No.9185619

>>9185505
The first one, I think

>> No.9185701

>>9185505
That seems oddly progressive for a bunch of literal nazis.

>> No.9185715

>>9185218
>Doom
Move 3 two positions higher and we're good.
>Quake
I wouldn't say each entry is THAT much better than next one but overall based.
>Serious Sam
I think 4 just doesn't deserve praise. It's fun gameplay-wise but so bad in every other regard I can't give it a pass.
At least we got Siberian Mayhem which doesn't look like a fucking turd. Unfortunately it still runs on very shit engine which refuses to be stable.
>Painkiller
Redemption that high? What the fuck am I missing? Genuinely curious. I'm not that big of a fan of this series, so I admit I may not understand something.
>Build
Based for putting SW that high. Underrated game.
>Wolf
Don't care much honestly. I like 3D's art style but refuse to play it unless using some mod which introduces new weapon/enemy types. Otherwise it's too boring.

>> No.9185743

>>9185307
>>9185715
>5 over 64
>3 over 64
Ouch, you find it that offensive? That’s interesting.

>> No.9185746

k***n is a cute

>> No.9185767

>>9185746
I hope you don't mean Kson

>> No.9185778

>>9185767
Those are 5 characters, not 4.

>> No.9185780 [DELETED] 

>>9184585
The only vtuber I can think of is Marisa the Magician.

>> No.9185784 [DELETED] 

>>9185780
Sorry I don't watch trannies

>> No.9185789

>>9185778
I-I'm using Tomorrow okay...

>> No.9185806

>>9185743
I'm not offended by somebody else's opinion. Just said mine.
Even as someone who likes Doom for it's horror aspect, 64 is the only mainline game I never finished. I played and loved several custom wads, but not the vanilla campaign itself. I just find it's maps boring.
Still, I'd pick 64 with some custom wad over Eternal. I find the "press buttons to regenerate resources" style of latter just repulsive.

>> No.9185831 [DELETED] 
File: 95 KB, 540x310, Nope.png [View same] [iqdb] [saucenao] [google]
9185831

>>9185492
>got banned
Nah. There's the link to the video and message itself for more context.
https://streamable.com/w0poqf
https://discord.com/channels/464531227509260291/658745772560613381/1008476882402025612

>> No.9185851 [DELETED] 
File: 87 KB, 1308x352, aboutspirit.jpg [View same] [iqdb] [saucenao] [google]
9185851

>>9185831
Holy shit, how did a game about hacking and shooting Lovecraftian monsters into gory gibs attain a fanbase full of faggots? Why aren't these people watching Steven Universe or something?

>> No.9185854 [DELETED] 

>>9185851
Just look at what's happened to the Doom community, people like Rachael get their claws into stuff and use it to grab more power in the community.

>> No.9185856 [DELETED] 

>>9185831
>>9185851
Why are these posts about some stupid Discord drama here?

>> No.9185868

>>9184780
I know.
Lightning.

>> No.9185870 [DELETED] 

>>9185856
At least it's about a 90s shooter unlike some of the earlier posts itt like >>9182613 and >>9182691

>> No.9185882

>>9184647
This

>> No.9185889

>>9185328
A.L.T. MAP18 super shotgun room

>> No.9185894 [DELETED] 
File: 327 KB, 751x741, 1643715451624.jpg [View same] [iqdb] [saucenao] [google]
9185894

>>9185870
But the latter post you linked is perfectly on topic, it's advice for an aspiring dev to start out by creating maps, and mentions Doombuilder, Trenchbroom, mapster32 etc.

>> No.9185908

>>9184789
Yeah, they're overused by everyone and crutches for unimaginative mappers.

>> No.9185913

>>9184945
>over 20 years later
>they still mad
You probably like pol.wad, don't you?

>> No.9185916

>>9185806
I’m fine with people preferring traditional Doom/2 gameplay over what they managed on the 64, and I even like 3, it’s just not often I saw 3 over 64. Very interesting.
>I'm not offended by somebody else's opinion. Just said mine.
For what it’s worth, the “it” in “find it that offensive” was regarding the game itself. I didn’t mean to reference someone else’s opinion.

>> No.9185921 [DELETED] 

>>9185894
The thot provoking image likely threw him off.

>> No.9185924

>>9181807
If you can make this actually look good, I think I would like this more than the bottle. And that could maybe be used for Supercharge?

>> No.9185927

>>9184452
ZenNode on UDB should work fine.

>> No.9185934

>>9184789
I love Archviles and hate Revenants with passion. The turnrate of their homing rockets is just right to always fuck me up.
I have no problem with Vore's missiles, at least they are consistent about how good they follow you. But Revenants' shit always end up sneaking on me.

>> No.9185945

>>9185934
Revenant missiles are absolutely more deadly than a vore’s until Quake is played on Nightmare.

>> No.9185968
File: 61 KB, 385x400, not laughing.jpg [View same] [iqdb] [saucenao] [google]
9185968

>>9181016
Looking for horror mods where I can still hold my own against enemies. Any recs?

>> No.9185974

>>9185968
For Doom or for any 90s shooter?

>> No.9185975

>>9185974
Doom but I'll take stuff for other games

>> No.9185994 [DELETED] 
File: 130 KB, 689x938, 1655521704817.jpg [View same] [iqdb] [saucenao] [google]
9185994

>>9185921
Which means he didn't even look at the post, just mentally dismissed it as off topic and ended up looking like a clown in retrospect. Oh well, no hard feelings, just weird.

>> No.9186000

>>9185968
There's an unfinished Aliens TC (not that one) called Siren that will have its own level set when it's finished but the weapons and monsters are in a semi-playable state for use on normal maps

>> No.9186019

>>9185715
> Based for putting SW that high. Underrated game.
SW has way too many super-crap levels, you can drop 6-8 maps from the middle of E2 and the game will only be better. And Duke E1 is unsurpassed by any Build game. It should be Douk = Blood > others.

>> No.9186020

>>9185924
I'm thinking for the spheres, we should replace the faces with Ad Mortem's new monsters. I would replace the megasphere face with King Boner.

>> No.9186026 [DELETED] 

>>9185968
Can you be more specific with what you’re looking for? People are likely to just recommend you Hideous Destructor for Doom.
>>9185994
I’ll at least give him credit for not posting a thot.

>> No.9186037 [DELETED] 

>>9185831
>i'd be more understanding if this sort of behavior is only a more recent thing
>it's somehow less acceptable to make a tasteless joke if it's older
I hope these people get violently abused in a nursing home for cutting someone off in traffic several decades ago.

>> No.9186041

>>9181254
GZDoom is easier than unity/ue5.
As for 2d/3d it doesn't matter. Most of the time you spend will be gitting gud anyway.

>> No.9186048 [DELETED] 
File: 31 KB, 480x360, 1621541829326.jpg [View same] [iqdb] [saucenao] [google]
9186048

>>9186026
>posting a thot
Really? We being this childish? Who cares if they posted an attractive woman.
Either way, this is veering off topic, whatever.

>>9185968
>horror mods where I can still hold my own against enemies
Being able to hold your own against enemies kind of will make it much less of a horror experience imho.
But why not straight up play "Blood", since it's literally built around horror tropes / stuff.
Could also play Aliens vs Predator 1 and 2, and something like Clive Barker's Undying.

>> No.9186049 [DELETED] 

>>9186048
>attractive
Anon...

>> No.9186050
File: 185 KB, 502x674, 1631701551149.png [View same] [iqdb] [saucenao] [google]
9186050

>>9181254
>I am also considering UE5 or Unity since I don't have the brains/programming skills for GZDoom or Godot or Serious Engine 1
anon if you have the brains for ue5/unity then you have the brains for easier engines like gzdoom and godot (especially godot, it's not hard to learn)
take the advice of others and get yourself used to mapping first while learning how to code with something like gzdoom, godot, or unity on the side

>> No.9186062 [DELETED] 

>>9186048
Fun fact, Caleb's voice actor was doing voiceover couple of years ago for a shitty Russian clone of Darkest Dungeon (called Iratus Lord of the Dead). And under the premise "we are poor indy plz understand" they paid him only 2k bucks for all voice acting.

>> No.9186064 [DELETED] 
File: 96 KB, 667x900, 1659726404188864.jpg [View same] [iqdb] [saucenao] [google]
9186064

>> No.9186065

>>9185968
Unloved 1, and 2(unfinished), decent mapsets for what you want. Best played in vanilla though.
"Shut up and Bleed" - Plays sorta like a first person resident evil, you're slow, your weapons are unwieldy but powerful and the enemies are fast and dangereous.
https://forum.zdoom.org/viewtopic.php?p=800865

>> No.9186070 [DELETED] 

>>9186048
>attractive
>woman
hmmmmmm

>> No.9186071
File: 33 KB, 700x723, file.png [View same] [iqdb] [saucenao] [google]
9186071

Another berserk pack palette proposal. I'm also working on the megasphere as we speak.
>>9181293
I forgot to ask, how should I credit you? I'm pretty anal about credits.

>> No.9186074 [DELETED] 

>>9186048
> Could also play Aliens vs Predator 1 and 2
There was a second Alien game for PSX after Alien Trilogy, the one with graphics on Q2 or even UT level, that matches horror request, I remember enjoying it some years ago

>> No.9186080 [DELETED] 

>>9186064
>>9186070

>> No.9186085
File: 14 KB, 244x202, 14187306376300.jpg [View same] [iqdb] [saucenao] [google]
9186085

>>9181017
>94 PROTONS OF /vr/
What's the progress? How are you doing, fellow doomers?
I want to make a map but I have no idea which slots are taken and don't have enough time to play every fucking map already commited to see what's been done already.

>> No.9186087
File: 10 KB, 452x91, Screenshot 2022-08-17 at 15-49-35 (1) vr - IRRITABLE BLOCKMAP SYNDROME - Retro Games - 4chan.png [View same] [iqdb] [saucenao] [google]
9186087

>>9186071
The bulk of it wasn't my work, so I'm content to remain anonymous.

>> No.9186092

>>9186087
Okay, I'll still specify in the credits that you helped polish the sprites.
>>9186085
Check the anchor
>>9181912

>> No.9186104

>>9185968
The Thing You Couldn't Defeat
You will beg for enemies. Possibly.

>> No.9186120

>>9186065
>Unloved [...] 2(unfinished)
Also broken unless you have a really old GZD version.

>> No.9186139

>>9186019
I don't even like the game for it's levels, even if I dont think any of them are bad, some are just forgettable. But the gameplay is so quick and satisfying, it's fun blowing shit up while being always at risk of dying in a split second.

>>9185908
That might be right, but I missed them dearly in Doom 64.

>>9185934
I prefer how Revenant rockets track the player, because it makes them easy to avoid even without any cover if you get the hang of it.

>> No.9186159

>>9185968
City of the Damned: Apocalypse might work.

>> No.9186163

How's SiN Gold?
Worth a play or should I wait on the never-ever remake/remaster for QoL?

>> No.9186164

>>9186120
This is why it's always good to spite Graf and keep old GZDoom versions to hand.

>> No.9186167

>>9186163
It's quite fun but expect jank.

>> No.9186180

>>9186120
>>9186164
what changd? won't compatibility settings help?

>> No.9186234

>>9186180
Graf's endless removal of legacy support for stuff, usually with him going "well fuck you, you should have done it my way all along".

>> No.9186248

>>9186139
SW gameplay is not as good as Blood, still very good. Just the levels are the real meat in all Build games, and 3DRealms obviously didn't have enough content for full scale SW episode beyond shareware. Levels where Lowang is cosplaying Mario64 by platforming on rocks hanging in the air (and shooting wasps at the same time) are just atrocious. The whole game in shareware episode style would be awesome. I was playing Ion Fury for the first time recently, and its opening levels are exactly what was needed for SW release two decades earlier.

>> No.9186262
File: 53 KB, 916x736, 966 sectors.png [View same] [iqdb] [saucenao] [google]
9186262

>Mapped out the whole map incuding roofs overlapping with ground before mapping light levels on rougher cut
I regret everything.

>> No.9186267
File: 138 KB, 1280x960, DOOM0001.png [View same] [iqdb] [saucenao] [google]
9186267

Next concept: The "UAC" stack - unobtanium, aspirin, caffeine.
It's less edgy than cocaine, but might be too obscure for non-/fit/bros.

>> No.9186268

>>9184582
>no archvile
:(
>>9185218
64 is kinda bland (and id put new-DOOM higher, but that's a taste thing), and why no finalDOOM, probably the tightest official DOOM game?
other than that id say its fine,nothing too bad.

>> No.9186273

>>9186234
shame i never played Unloved. i had it installed a while ago for future use with an old GZ but lost it since

>> No.9186281
File: 396 KB, 1920x1080, 4au.png [View same] [iqdb] [saucenao] [google]
9186281

>>9186248
>SW gameplay is not as good as Blood, still very good.
I'd put SW's gameplay at the top of the original three, especially with its enemy and weapon rosters. I also agree that the levels are the "real meat" for Build games which is why I still prefer Blood over it.

>> No.9186282

>>9186262
>lighting by sector
I don't know how you doomers bring yourselves to make anything more complicated than vanilla maps. If I had to light my Quake maps brush by brush I'd lose it. Is it masochism, or just easier than it looks?

>> No.9186292

>>9186282
If you just want to lighten/darken an area it's fine, doable with mass-selection. Trying to have some kind of sensible shadows is full's errant.

>> No.9186295

>>9186281
this. SW is not especially my cup of tea in its mechanics but it's objectively the tightest one.

>> No.9186297

>>9186282
Fun fact: Lighting gets easier beyond vanilla when you get dynamic lights.

>> No.9186328
File: 599 KB, 725x725, Lu6rwbu.png [View same] [iqdb] [saucenao] [google]
9186328

https://youtu.be/_D5cwq4HVXc

>> No.9186349

Quakwulf if you plan on doing another jam if Q2 gets a remaster announcement, i suggest full use of NS tilesets
https://twitter.com/GoldsourceGold/status/1560010231215710209

>> No.9186373

>>9186349
What's this from?

>> No.9186376

>>9186373
Natural Selection for HL
NS is a treasure trove of Good Tilesets.

>> No.9186380

>>9186328
that was a good interview.

>> No.9186381
File: 58 KB, 500x435, 1640448573862.jpg [View same] [iqdb] [saucenao] [google]
9186381

>>9184928
underrated

>> No.9186382

>>9186273
You can still find old builds around, and people usually reupload one if you ask for like 1.5 or something.

It's just the only real way to ensure old mods will keep being playable.

>> No.9186393

>>9185428
Yeah, it's almost perfect. The only thing I wish were more correct are the explosions, really.
Mastermind looks terrific.

>> No.9186402

>>9186382
thanks i'll look around.

>> No.9186416

>EP4 talk
Basically some of the maps are there to teach you how to map if you want to make levels that are "you can't make more than x mistakes because I'm not going to give you -any- resources to avoid a game over scenario" or "quick save every x seconds because you don't get to recover health at all" or "lmao get gud fagit" which is something I kind of hate seeing in doom mapping, second only to "not only am I not going to give you health supplies, but I'm going to ammo starve you so better get used to chainsaw fatsos and boneheads and praying RNG doesnt fuck you over lmao"

In short there are some good examples of how to increase difficulty by reducing supplies in that ep.

>> No.9186513

>>9185806
Eternal's tutorials and chainsaw mechanics made me sad(way worse than 2016). and enemies that block hitscans are just lazy approach to difficulty.

>> No.9186515

>>9185398
I'd like it to be 2.0, you could revise older maps too

>> No.9186520

What's stopping me from making every brush in my map a detail brush and wrapping it all in a structure brush?

>> No.9186529

>>9186520
The entire map in one structure cube? I mean, I guess you could, but you could also just not VIS your map.

>> No.9186543

>>9186180
There's a funky mirror portal in the basement that takes you from the first level to the second. On any version of GZD past around 1.8.06, it's broken. It's probably something dumb that can be fixed in five minutes, but I've never bothered looking into it.

>> No.9186546

>>9186380
This specific segment? or the whole thing? I haven't listened to it all yet

>> No.9186557

>>9186520
having every single face that you can't see rendered

>> No.9186559

>>9186546
i liked the whole thing. carmack never tires he's a fucking machine. iirc he did this long ass interview after a lecture...

>> No.9186570

>>9186543
ok i'm gonna look for this version. thanks.

>> No.9186618

>>9186520
that's Q3/D3 mapping in a nutshell innit? caulk hull + everything visible as details/func_statics.
but if you mean one large box, then yeah you might as well just skip vis.

>> No.9186620
File: 3.65 MB, 1080x1690, Screenshot_20220817-184019~2.png [View same] [iqdb] [saucenao] [google]
9186620

>> No.9186625

>>9186620
>it's over

>> No.9186660
File: 25 KB, 747x731, PIA02862.jpg [View same] [iqdb] [saucenao] [google]
9186660

>>9184989
Play Base Ganymede instead

>> No.9186696
File: 6 KB, 92x104, emap.gif [View same] [iqdb] [saucenao] [google]
9186696

The spheres didn't go so well, so I'm trying my hand at the other powerups. Here's the computer area map, using the crystal ball prop as a base.

>> No.9186749
File: 189 KB, 800x600, Screenshot_Doom_20160101_213854.png [View same] [iqdb] [saucenao] [google]
9186749

>>9185968
Shut Up And Bleed sort of does that. Gameplay balance feels somewhat lopsided, but it works and it's moody as fucking fuck.
The GzDoom version has no music, but you could plain open the .pk3 and delete the empty music files, then load up something like the PSX or N64 Doom soundtracks. Optionally put on the soundtracks for a spooky/dark game like Silent Hill or King's Field in the background, I find that fits well.

SUAB doesn't quite look like this old screenshot, the final release did not have this HUD, and I had tinkered and played around a lot with the code (just to tinker, really) so the ammo values here aren't accurate. It has a nice and muted palette and some spooky fucking monsters though, with some pretty fun weapons.
Mapset is Hellbound, which in a lot of ways worked, but then kind of hits a wall because there's some slaughter in the last third, and SUAB just doesn't work well for that.

>> No.9186771

>>9186696
At first glance I thought it was a mushroom.

>> No.9186773

>>9186085
Uh, slots aren't mandatory, just wanted. If you want to make a map you can just make one you think would be good.
Gameplay should be some manner of tough.

>> No.9186774

>>9186749
>Mapset is Hellbound, which in a lot of ways worked, but then kind of hits a wall because there's some slaughter in the last third, and SUAB just doesn't work well for that.
I was kind of trying to work out a minimod of sorts to deal with that kind of disparity without breaking every other map.

Best I got was a sort of once per map morph powerup to temp replaced your weapons but required you to be rapidly and consistently killing shit for it to stay active, but even that felt a bit too exploitable.

>> No.9186776

>>9186771
I'm sure it will be more apparent when it's animated in game. Speaking of, I think mushrooms would make nice props, maybe for some kind of forest level.

>> No.9186863

>>9186520
>>9186529
>>9186618
And with everyone recommending ironwail as the source port of choice, VIS is no longer needed.

>> No.9186876

>>9186863
does ironwail permits retextures on the likes of what Q2 and Q3A does?
because fuck having to recompile mdl's all over again, just leave a external texture output so the game can read.

>> No.9186880

>>9186863
well the point is more that if you don't give a shit, setting things to detail won't make any difference.

>> No.9186924

is ancient aliens really the fucking peak of doom mapping holy shit do you not get tired of predictably going into a room/picking up a key/hitting a switch but UH OH! a hundred fucking revenants and arch-viles come out! wow what an unexpected! repeat for the rest of the game

>> No.9186947

>>9186924
>help there's content in my video game

>> No.9186949

>>9186924
>do you not get tired of predictably going into a room/picking up a key/hitting a switch but UH OH! a hundred fucking revenants and arch-viles come out!
Excuse me it's hundred revenants and archviles coming out into a room that reasonably fits ten of them, totally different you see.

>> No.9186963

>>9186924
play on hurt me plenty. in fanmade maps UV is for people with neurons so fried from circlestrafing only a hundred revenants can stimulate them
Good mappers are usually able to substitute the UV encounters with something more reasonable, like in sunlust map 19 instead of a huge squad of revenants and 2 sniper archviles greeting you right at spawn, it's some hell knights and a baron, with 2 revenants on the sniper pillars

>> No.9186992

>>9184582
>knight and baron same rank
>caco and lost soul same rank
>imp outranking anything but a soldier

>> No.9187018 [DELETED] 
File: 372 KB, 700x687, 1633020356243.png [View same] [iqdb] [saucenao] [google]
9187018

>>9184992
This but unironically.

>> No.9187019
File: 1 KB, 113x22, wow revenants.png [View same] [iqdb] [saucenao] [google]
9187019

>>9186924
kek
FWIW scythe map 24 is where I learned to dodge revenant missiles

>> No.9187082

It is possible to unlearn how to dodge revenant missiles.
I miss having good reflexes and positional awareness.

>> No.9187087

I greatly enjoy Treasure Tech because you can just jump over Revenant missiles and then give them a good walloping.

>> No.9187181

>>9185715
>Redemption that high? What the fuck am I missing? Genuinely curious. I'm not that big of a fan of this series, so I admit I may not understand something.
If you play on Nightmare or below, it's absolute shit. Just wave after wave of retarded goons that you can heal up from. If you play on Trauma, it's like Painkiller's version of Plutonia or Extreme RoTT.
Basically, 90% of Painkiller's enemies are weak, slow, and dumb, and in the base game's levels can do nothing to you because of how open the maps are. In Redemption, assuming you jack up the difficulty and don't abuse broken tarot cards, it boxes you in close quarters with them to where they can actually hit you, and you will die if you don't figure out an approach to dealing with them and pass the stamina test. There's also ironically enough some thought put into the placement of stronger enemies.
It looks braindead at first glance, but it and Overdose are the only games in the series that take effort. I rank it higher than Overdose because it has a better ratio of challenging maps and plays smoother, but I rank the base game higher than anything just because it's a nice self-contained experience that runs perfectly and has good themes & pacing throughout a proper campaign.

>> No.9187196

>>9185218
People like Serious Sam 4 that much now? Not to say I disagree (mainly cus I haven't played much cus of the wonky performance issues I've had with it), but I thought a lot of people didn't like it when it initially came out. I could be missing something though considering that, due to the fact I haven't played it much, I could be ignorant of any patches that improved the experience somehow.

>> No.9187207

>>9187196
play it with 2.5x enemy damage on serious and don't dual wield or use gadgets and it's super cool

>> No.9187208

>>9181016
This should have been news for 7-22
Interview with skillsaw https://www.doomworld.com/forum/topic/130423-an-evening-with-nirvana-ep5-skillsaw/?tab=comments#comment-2523395

>> No.9187212

>>9187208
>This should have been news
It should have been submitted.

>> No.9187216

>>9185195
wait i had only had Doom 1 classic but now i only have Doom 1 enhanced FFS

>> No.9187220

>>9185195
>>9187216
no wait i'm retarded it's under Ultimate Doom kek

>> No.9187224

>>9185195
wtf how is it legal to sell freeware

>> No.9187268

>>9187224
Doom and Doom 2 are not freeware sadly.
It doesn't stop anyone from pirating, mind you, but it still has a parent company with legal vigent copyrights to the distribution of its assets.
Consider that modern copyright, as written by the law, actually has no qualms of ever honoring the original author's wishes of the distribution of the works if there's a written agreement to lease said copyright, and why companies always abuse this to make everyone hate the notion of copyright in the first place. Is why Carmack can say things like he doesn't mind if people pirate his games and still not change the fact that it's still being sold by nu-id & co while seeing zero pennies out of his work.

>> No.9187270

why q1 and q2 fans hate each other so much?

>> No.9187281

>>9187270
Quake 1 had a very different theme to Quake 2 and it is generally agreed Q1 has a better campaing and enemy roster than Q2. Quake 2 on release was a bit of a black sheep because of the rather bland and boring level design in comparison to Q1 and despite the advancements in graphics and weapony available, the atmospheric gritness of Q1's artstyle was just absent as well.
Nowadays Q2 is kinda alright. Regardless of some very vocal and unsavory members of the Q1 "community" that won't stop bitching about Q2's existance, it's not really that much of a hatred more just, dissapointment?

>> No.9187286

>>9187270
the games are only tied by slipgates and it's rare to find someone who likes both styles. it's like a vision of what is quake steps on the other.

>> No.9187310

>>9187270
smooth fun game with good movement vs clunky stupid game with bad movement

>> No.9187316
File: 508 KB, 444x613, purgtaunt.gif [View same] [iqdb] [saucenao] [google]
9187316

>>9187270
My PC wasnt good enough for Quake at the time so i skipped it, wound up getting Quake II later and falling into the world of mods and player models a bit. I do remember being kinda unsatisfied by the Quake I weapons from the demo, and much ha[ppier with the Q2 SSG.

>> No.9187323

>>9187270
Q1 fags love talking shit. it's really one sided.

>> No.9187325

QUAKE 1
>TIGHT AS FUCK AIRSTRAFE CONTROL SO YOU CAN BHOP
>INSTANT WEAPON SWITCH
>CAN BIND A KEY TO SHOOT OF A WEAPON SHOT FOR MAXIMUM EFFICIENCY
>KINETIC RHYTHMIC FIRING RATE TO EVERY GUN
>MONSTERS CAN ACTUALLY KILL YOU BUT ALSO YOU CAN DODGE OR FLINCH THEM SO IT'S ENGAGING
>PROJECTILES FLY TOWARD CENTER OF SCREEN AND THE GRENADE LAUNCHER IS COOL

QUAKE 2
>NO AIR CONTROL SO INSTEAD OF BHOPPING YOU FUMBLE FORWARD DIAGONALLY LIKE A RETARD AND SLAM INTO WALLS OR STOP TO REORIENT YOURSELF
>TAKES 3 FUCKING SECONDS TO SWITCH WEAPONS
>GUNS FIRE SLOWLY AND SUCK ASS BECAUSE HALF OF THEM HAVE SOME DELAY AFTER CLICKING OR STUPID ASS GIMMICK
>MONSTERS DEAL CHIP DAMAGE THAT'S SOMETIMES REALLY HARD TO AVOID BECAUSE YOU CAN'T FLINCH THEM OR DODGE DUE TO THE SHIT FUCKING CUNT MOVEMENT BUT ALSO YOU WILL NEVER DIE BECAUSE THERE'S SO MANY HEALTH PACKS
>PROJECTILES DO NOT FLY TOWARD THE CENTER OF THE SCREEN EVEN REMOTELY AND THE GRENADE LAUNCHER SUCKS ASS

simple as really

>> No.9187328

I like Quake 2's chaingun.

>> No.9187337

After playing other games the Q2 machinegun is hilarious with how impossible it is to hit anythng with, cant even get the accurate first shots like you can with the doom chaingun.

>> No.9187343

>>9187337
i just disabled the recoil via console to make it usable
don't care if it's cheating this game doesn't deserve my respect

>> No.9187352

>>9187343
imagine being so buttmad about a 3d game that you resort to cheats to get thru it

*proceeds to only play doom wads in coop and respawns infinitely removing any lose condition entirely*

>> No.9187361

>>9187352
well playing coop alone isnt cheating thats a feature.

>> No.9187362

tips for getting good at blood on well done? im on the last level of the first episode but fuck me is this game hard. i realise that cultists won't shoot at me if im shooting at them, but i feel like im taking everything in this game like a cover shooter, but wants me to play fast

>> No.9187364

>>9187352
What the hey? Who revealed my only way of getting through 400 Minutes of /vr/ here?

>> No.9187376
File: 153 KB, 960x960, scrap837_a.jpg [View same] [iqdb] [saucenao] [google]
9187376

>>9187343
Not gonna lie tho thinking about Quake II machinegun with no recoil or spread sounds absolutely amazing

>> No.9187379

>>9187362
>tips for getting good at blood on well done?
Be familiar with the levels already; play on Lightly Broiled first. Well Done reduces enemy reaction time - it's like playing Doom with -fast monsters. If LB sounds too easy then do pitchfork starts; it's super comfy desu

>> No.9187410

>>9187362
Play fast, actually. I found far more success in the game treating every new room like Max Payne, jump-crouching it and then shooting at everything I see.

>> No.9187418

>>9185217
This actually looks good. I usually avoid voxel mods because they always look terrible and blocky, like Cube World. But this actually looks like if the sprites were 3D.

>> No.9187423

>>9187337
I think Quake 2 inspired the Tribes machine gun

>> No.9187429

>>9187376
it still has spread so i don't think it's broken, just more fun

>> No.9187470

>Eviternity forces spawn items on floor OFF no matter your settings
WHY
i hate this bouncy shit so much it's unreal
is there a way to change it?

>> No.9187486
File: 869 KB, 1152x864, doom01.png [View same] [iqdb] [saucenao] [google]
9187486

Great place to get stuck in.

>> No.9187487

>>9187470
Open the wad in SLADE, find the zmapinfo lump and delete the line that says:
compat_notossdrops = 0

>> No.9187491
File: 750 KB, 1152x864, doom05.png [View same] [iqdb] [saucenao] [google]
9187491

>>9187486
A better look.

>> No.9187504

>>9187491
Hm.
I don't really think this is worth pushing out another update over.

>> No.9187508
File: 337 KB, 600x609, CPDY7uiWgAAZqHh-1500070475.png [View same] [iqdb] [saucenao] [google]
9187508

>>9187487
wow thanks

>> No.9187517

>>9186924
Repeating combat scenarios is a curse of one-man megawads in general. Play some community/team projects, if you want more diversity.

>> No.9187521

>>9186282
How does lighting work in Quake? I don't believe they invented dynamic light yet.

>> No.9187524

>>9187486
>>9187491
What source port? GZDoom?
I tested that specifically when I added those stairs minutes before initial submission, and was able to escape with SR40, so I considered it good enough.
Fuck me, this map is cursed.

>> No.9187534

>>9187524
PrBoom+

>> No.9187539
File: 80 KB, 704x768, asdasd.jpg [View same] [iqdb] [saucenao] [google]
9187539

>>9187486

>> No.9187545

>>9187521
You place light entities in your map file and the compiler bakes lightmaps from them.

>> No.9187558

>>9187534
You should be able to wiggle your way out, but upon revisiting it, it seems I got lucky in testing, sorry about that.
I'm not sorry about the rest of the map.

>> No.9187565
File: 28 KB, 122x221, file.png [View same] [iqdb] [saucenao] [google]
9187565

>>9187491
lmao @ doomguy's face

>> No.9187567

Why do Ancient Aliens' text scrolls only work on GZDoom? On DSDA-Doom it just has the Doom II story. Do other wads do that too?

>> No.9187572

>>9187567
It was made before UMAPINFO was invented, so it was impossible to move them around on DSDA-Doom. It has them for gzDoom and Eternity, maybe something more too.

>> No.9187585
File: 631 KB, 1152x864, doom08.png [View same] [iqdb] [saucenao] [google]
9187585

I just humped this pillar to get the Berserk pack. I didn't even shoot the switch down at the pool of blood yet.

>> No.9187591

>>9187565
saved "obnoxiousstairs.png"

>> No.9187594
File: 121 KB, 275x218, 1657328618281.png [View same] [iqdb] [saucenao] [google]
9187594

>playing through Doom 2 for the first time
>having fun haha wee it's Doom but with a bigger shotgun
>get to the first Sandy levels
>shit my fucking pants

holy moly

>> No.9187596

>>9187594
Sandy didn't fuck around. Say what you will about his level design at times but his trap and encounter designs were fucking savage.

>> No.9187597
File: 1.75 MB, 1920x1080, Screenshot_HNecro_20220817_201448.png [View same] [iqdb] [saucenao] [google]
9187597

Hands of Necromancy is so good brehs. Quake 1 is the peak of FPS campaigns for me and even though this is a GZDoom game, this game nails the kind of level design I want to play, not Arcane Dimensions' monstrosities.

>> No.9187601

>>9187597
Too bad the weapons are awful.

>> No.9187629

>>9186863
>VIS is no longer needed
this is why modern gaming development went to shit

>> No.9187635

>>9185968
HDest+DarkDoomZ+brightmaps, scavenger style is horror kino with the right wad.

>> No.9187648

>>9187567
>>9187572
There's patch at dw, that adds umapinfo lump for wads like AA, Valiant and Eviternity.

>> No.9187650

>>9187648
what's it called

>> No.9187660

>>9186924
>play only on difficulty that multiplies the amount of monsters
>proceed to complain that there's too much monsters
>refuse to play on lower difficulties, because "you would be missing content" while in this case the content is literally nothing else than lot of extra monsters, and you would get more enjoyable experience for you in lower difficulties
Every fucking time. I swear Doom has the most retarded players of any player base.

>> No.9187661

>>9187650
https://www.doomworld.com/forum/topic/122892-umapinfo-appreciation-thread/

>> No.9187663
File: 219 KB, 1280x720, forest.jpg [View same] [iqdb] [saucenao] [google]
9187663

greetings
how do i skip this piece of shit level and which guns do i need to cheat into my inventory if i do
much love from usa

>> No.9187667

Freedoom was a mistake
Just pirate doom

>> No.9187669

>>9187660
I think he's complaining about every encounter being set up in the exact same way but I can read so maybe that's why I interpreted it a bit differently

>> No.9187672

>>9187601
Most of the weapons are unconventional and are at least interesting to use. More importantly, the game has better weapon utilization and ammo availability balance than Quake 1 or any Doom-engine game.

>> No.9187680

>>9187663
>filtered by this
what are you doing

>> No.9187686

>>9187661
where do i put the folders? autoload/doom-all?

>> No.9187690

NEW THREAD
>>9187685
>>9187685
>>9187685

>> No.9187702

>>9187686
never mind I figured out you're just supposed to move all the folders to the root of the autoload folder

>> No.9187708

>>9187680
walking 3 feet and getting mission over

>> No.9187720
File: 89 KB, 789x897, 1654198155376.jpg [View same] [iqdb] [saucenao] [google]
9187720

>>9187597
I feel its hard to find new continuous episodes and campaigns for quake - everyone has moved on to ad and violent rumble like giant maps not linked to others and campaigns are usually very old levels. I like Tronyn campaigns like arwop, soe and arcanum but even though they are linked and played as a campaign the levels are still fucking huge. There was also this one semi amateur quoth idbase campaign with medium size levels I really liked but I cant remember the name.

>> No.9187742
File: 459 KB, 500x500, 1530562955862.png [View same] [iqdb] [saucenao] [google]
9187742

>>9185217
>caco hole is FULLY MODELLED

>> No.9187748

>>9185217
This makes me sad Voxelstein 3D never went anywhere
Teardown is the only game since that has really scratched the same sort of itch.

>> No.9187914

Doom Enhanced I and II is on GoG, are they worth it or just obsolete due to mods?

>> No.9188009
File: 5 KB, 320x512, FYoyYd3XkAI8Gby.png [View same] [iqdb] [saucenao] [google]
9188009

>>9187539
I really like that picture.

>> No.9188247

>>9187663
This level is obnoxious at first, but you just gotta try various different paths, you already get the Sten gun with the silencer which is the best weapon to use there. Don't feel bad about savescumming in this level, and just mind to not kill the last guard at the truck nor to let him see you.
There's one more stealth level much later, but it's a lot easier because there's far more paths and far more places to hide.

>> No.9188379

>>9188247
RTCW stealth is comfy

>> No.9188395

>>9188379
comfy is a buzzword for when you can think of no real quality something has

>> No.9188409
File: 7 KB, 150x150, latest-916284867.jpg [View same] [iqdb] [saucenao] [google]
9188409

>>9188395
i enjoy RTCW stealth very much.
deal with it.
cope.
seethe.

>> No.9188417

>>9187914
If you really want to play splitscreen or controller Doom, they're fine. Nothing really wrong with them.
Cool that they're on GOG now.

>> No.9188434

>>9188417
this and they are also more better for casuls than DosBox and makes them discover a few classic wads.

>> No.9188657

>>9187914
It's good for scraping widescreen assets for various mods.

>> No.9188719
File: 320 KB, 1246x1535, 1660845821128.jpg [View same] [iqdb] [saucenao] [google]
9188719

Thinking about getting into Doom sourceports again. Might try my hand at Wolfenstein first though.

>> No.9188798
File: 227 KB, 1920x1080, image_2022-08-18_133407841.png [View same] [iqdb] [saucenao] [google]
9188798

What are some levels to AVOID?

I love Scythe and Scythe 2 but the final episode of Scythe 2 is objectively terrible. Afrits are no fun to fight. This yellow key section on map 29 is especially stupid.

>> No.9188801

>>9181235
.... I guess I'll go buy eternal

>> No.9188871

>>9187635
>DarkDoomZ
>not Unloved+mld_HDcabal
Maranax Infirmux

>> No.9189008
File: 30 KB, 640x400, E4M1.png [View same] [iqdb] [saucenao] [google]
9189008

>>9188798
>inb4 TFC
i would disagree tho i love ep4